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TVP4020
Programmers Reference Manual
Memory I/O and Organization
37
4.4.4
Panning
Display panning can be achieved by setting the ScreenBase and
ScreenStride registers appropriately. The ScreenBase register defines
where in the framebuffer the image is to start. For panning to work, the
image in the framebuffer must be larger than that to be displayed. The
ScreenStride holds this difference in terms of 64 bit units per scanline.
For example, with a screen width of 640 pixels and a framebuffer image
width of 660, 32 bit pixels, the ScreenStride needs to be set to 10.
4.5
Texture Buffer
The texture buffer is very similar to the framebuffer. Textures are stored
in the formats the framebuffer supports, and loaded into memory through
the Framebuffer Write unit. If the texture format is different to the
framebuffer format, the DitherMode register should be temporarily set to
the texture format during texture loads. Textures are read through the
Texture Read unit.
If the texture is already in the correct format then a fast texture load can
be used. This is done by writing raw texture data to the TextureData
register. Raw data is 32 bits wide, with the correct bit pattern to be
stored in memory. No data formatting or packing is done, so the texture
must be pre-processed if this is required. The texture is stored linearly in
memory from the address specified in TextureDownLoadOffset which is
automatically incremented; no patching is done, so if the texture is to be
patched it must be done by the host. This method avoids setting up the
Rasterizer and changing the state of the pipeline.
4.5.1
Texture Load Through Bypass
Alternatively, a texture map may be loaded through the bypass, either
directly by the CPU or by the DMA controller. This mechanism supports
patching of data, but not general data formatting. The only data
formatting supported is conversion of YUV420 to YUV422. Refer to the
TVP4020 Hardware Reference Manual for more details.
4.5.2
Texture Buffer Co-ordinates
Texture co-ordinates are formed by the Texture Address unit and
passed to the Texture Read unit. In place of the Rasterize X and Y
coordinate system, the Texture Address unit generates S and T values.
The actual equations used to calculate the texture buffer address are:
Bottom left origin
Texture address = TextureBaseAddress - T * W + S
Top left origin
Summary of Contents for TVP4020 PERMEDIA 2
Page 1: ...Texas Instruments TVP4020 PERMEDIA 2 Programmer s Reference Manual Issue 4 ...
Page 284: ...TVP4020 Programmers Reference Manual A Gouraud Shaded Triangle 275 ...
Page 292: ...TVP4020 Programmers Reference Manual Register Tables 283 ...
Page 314: ...TVP4020 Programmers Reference Manual Index 305 ...
Page 315: ...Index TVP4020 Programmers Reference Manual 306 Index ...
Page 323: ...Index TVP4020 Programmers Reference Manual 314 ...