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library ieee;
library unisim;
library work;
use ieee.std_logic_1164.all;
use ieee.numeric_std.all;
use unisim.vcomponents.all;
use work.ppu_consts.all;
entity ppu_sprite_transform_tb is
end ppu_sprite_transform_tb;
architecture behavioral of ppu_sprite_transform_tb is
component ppu_sprite_transform port( -- flip sprites
XI : in unsigned(PPU_SPRITE_POS_H_WIDTH-1 downto 0); -- pixel position relative to tile
YI : in unsigned(PPU_SPRITE_POS_V_WIDTH-1 downto 0); -- pixel position relative to tile
FLIP_H, FLIP_V : in std_logic; -- flip sprite
XO : out unsigned(PPU_SPRITE_POS_H_WIDTH-1 downto 0); -- new pixel position relative to tile
YO : out unsigned(PPU_SPRITE_POS_V_WIDTH-1 downto 0)); -- new pixel position relative to tile
end component;
signal XI : unsigned(PPU_SPRITE_POS_H_WIDTH-1 downto 0);
signal YI : unsigned(PPU_SPRITE_POS_V_WIDTH-1 downto 0);
signal FLIP_H, FLIP_V : std_logic := '0';
signal XO : unsigned(PPU_SPRITE_POS_H_WIDTH-1 downto 0);
signal YO : unsigned(PPU_SPRITE_POS_V_WIDTH-1 downto 0);
begin
uut : component ppu_sprite_transform
port map(
XI => XI,
YI => YI,
FLIP_H => FLIP_H,
FLIP_V => FLIP_V,
XO => XO,
YO => YO);
tb : process
begin
XI <= to_unsigned(4, PPU_SPRITE_POS_H_WIDTH);
YI <= to_unsigned(6, PPU_SPRITE_POS_V_WIDTH);
wait for 5 ns;
XI <= to_unsigned(2, PPU_SPRITE_POS_H_WIDTH);
YI <= to_unsigned(14, PPU_SPRITE_POS_V_WIDTH);
wait for 5 ns;
FLIP_H <= '1';
wait for 5 ns;
FLIP_V <= '1';
wait for 5 ns;
XI <= to_unsigned(6, PPU_SPRITE_POS_H_WIDTH);
YI <= to_unsigned(8, PPU_SPRITE_POS_V_WIDTH);
wait for 5 ns;
FLIP_H <= '0';
wait for 5 ns;
XI <= to_unsigned(2, PPU_SPRITE_POS_H_WIDTH);
YI <= to_unsigned(14, PPU_SPRITE_POS_V_WIDTH);
wait for 5 ns;
wait; -- stop for simulator
end process;
end;
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