40 lines
1.0 KiB
C
40 lines
1.0 KiB
C
#include <stdint.h>
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void main()
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{
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volatile uint32_t * texture_memory32 = (volatile uint32_t *)(0x05000000 | 0xA0000000);
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for (int y = 0; y < 480; y++) {
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for (int x = 0; x < 640; x++) {
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int red = (y % 255);
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int blue = (x % 255);
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texture_memory32[y * 640 + x] = (red << 16) | (blue << 0);
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}
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}
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volatile uint32_t * FB_R_CTRL = (volatile uint32_t*)(0x005F8044 | 0xA0000000);
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int vclk_div = 1;
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int fb_depth = 0x3; // 0888 RGB 32 bit
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int fb_enable = 1;
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*FB_R_CTRL
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= (vclk_div << 23)
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| (fb_depth << 2 )
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| (fb_enable << 0 );
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volatile uint32_t * FB_R_SOF1 = (volatile uint32_t*)(0x005F8050 | 0xA0000000);
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// the framebuffer is at the start of texture memory (texture memory address 0)
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*FB_R_SOF1 = 0;
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volatile uint32_t * FB_R_SIZE = (volatile uint32_t*)(0x005F805C | 0xA0000000);
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int fb_modulus = 1;
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int fb_y_size = 480 - 1;
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int bytes_per_pixel = 4;
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int fb_x_size = ((640 * bytes_per_pixel) / 4) - 1;
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*FB_R_SIZE
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= (fb_modulus << 20)
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| (fb_y_size << 10)
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| (fb_x_size << 0 );
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}
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