lab4_s21_cse12 Lab 4: Functions and Graphics Due Monday, May 31, 2021, 11:59 PM (correct, updated 5/13) Minimum Submission Requirements ● Ensure that your Lab4 folder contains the following files...

Need help with everything


lab4_s21_cse12 Lab 4: Functions and Graphics Due Monday, May 31, 2021, 11:59 PM (correct, updated 5/13) Minimum Submission Requirements ● Ensure that your Lab4 folder contains the following files (note the capitalization convention): ○ lab4.asm (complete lab4_s21_template.asm and rename it lab4.asm) ○ README.txt ○ It is ok if you also have lab4_s21_test.asm, but we will not require or check it. ● Commit and push your repository ● Complete the Google Form with the correct commit ID of your final submission Getting Started with Lab 4 A video tutorial to get you started with Lab 4 Lab Objective In this lab, you will implement functions that perform some primitive graphics operations on a small simulated display. These functions will allow users to change the background color of the display, and “draw” horizontal and vertical lines on the display. To simulate a display, we’ll be using the memory-mapped bitmap graphics display tool included with MARS. To do this you will utilize: 1. Arrays 2. Memory-mapped Input/Output (IO) 3. Subroutines (a.k.a. Functions or Procedures) 4. Macros 5. The MIPS Stack Color and Computers A pixel is commonly represented as a triplet of uint8s (i.e. unsigned 8-bit integers ranging from 0-255) specifying the intensity of red, green, and blue. Together this1 totals to 24 bits (i.e. 3 bytes) per pixel. Often this triplet is written in hex notation. E.g. in this system, white = (255, 255, 255) = #ffffff, black = (0, 0, 0) = #000000, red = (255, 0, 0), yellow = (255, 255, 0), and (128, 64, 32) = #804020 is a brownish color. Here’s a tool you can play with to help you understand. 1 There’s a lot being swept under the rug here for simplicity. It won’t help much with this assignment, but if you’re curious, here are some links: Color in the brain, color matching functions, rgb. Lab 4 Page 1 of 9 Spring 2021 © 2021, Computer Engineering Department, University of California - Santa Cruz https://drive.google.com/file/d/1tm3oJNQI07TmdVKq51WIKRYZDz3H1AI0/view?usp=sharing https://drive.google.com/file/d/1OfmvYU36rEY8S1Zdt_sBZjo9biDvjbaq/view?usp=sharing https://docs.google.com/forms/d/e/1FAIpQLSdbukngajJ9ACqBZrNkz1bRUK2jCYhbprkgl7wOBbQqyYPVuQ/viewform?usp=sf_link https://youtu.be/73P1fpyPA0o https://www.w3schools.com/colors/colors_rgb.asp?color=rgb(128,64,32) https://en.wikipedia.org/wiki/Color_vision#Color_in_the_human_brain https://en.wikipedia.org/wiki/CIE_1931_color_space#:~:text=Color%20matching%20functions,-The%20CIE%20XYZ&text=are%20the%20numerical%20description%20of,values%20X%2C%20Y%20and%20Z. https://en.wikipedia.org/wiki/RGB_color_space Often an extra 8-bits is used for a transparency channel, making the total 32 bits (= 4 bytes). We won’t use the notion of transparency here, but we will use this 4*8=32-bit standard (leaving the most significant 8 bits as 0). I.e. in this assignment, white = #00ffffff, black = #00000000, red = #00ff0000, and yellow = #00ffff00. In our simple simulation, our display is equivalent to an uncompressed 128x128 32-bit “true color” image. To store (128 x 128 =) 16384 pixels, each being 4 bytes, takes 16384 x 4 = 65536 bytes. Note that 65536 = 2^16 = 16^4 = 0x10000. Our image will be stored in a memory segment spanning 65536 bytes, starting at memory address 0xffff0000 and taking up the remainder of the memory in our 32-bit address space. Lab Preparation 1. Familiarize yourself with RGB colors (e.g. make sure you understand the basic ideas explained in the above note on “Color and Computers”). You might also consider reading some background on Raster graphics. 2. Introduction To MIPS Assembly Language Programming chapters 5, 6; sections 8.1, 8.2 3. Macros 4. Procedures and the MIPS Stack watch videos 2.7 - 2.12 Specification You will need to implement a set of specific subroutines indicated in these lab instructions. You are required to start with the skeleton code provided (lab4_s21_template.asm) and may not change the function names or arguments at all. Please rename the file to lab4.asm and start with it. To receive any credit for your subroutines, lab4.asm must assemble both on its own and with the test file. On its own, the template file shouldn’t print or draw anything -- it is just a set of subroutines. A test file (lab4_s21_test.asm) tests each one of your subroutines and includes (at the very end) your subroutines from lab4.asm (based on the above template file). You should modify the test to include lab4.asm instead of lab4_s21_template.asm. Don’t modify the test file -- we will not use your test file during grading, we will use a similar but not identical test file of our own. Our test file will call your functions and macros. That’s why it’s so important your functions and macros follow the specifications given. In order for your subroutines to function properly, you must use the instructions JAL and JR to enter and exit subroutines. Our test file will look very much like this one, so you should ensure that your functions work with it! Bitmap Display Tool To visualize what you’re doing, you can use the bitmap display tool (Tools->Bitmap Display). Lab 4 Page 2 of 9 Spring 2021 © 2021, Computer Engineering Department, University of California - Santa Cruz https://en.wikipedia.org/wiki/Color_depth#True_color_(24-bit) https://en.wikipedia.org/wiki/Raster_graphics https://cupola.gettysburg.edu/cgi/viewcontent.cgi?article=1001&context=oer https://courses.missouristate.edu/KenVollmar/MARS/Help/MacrosHelp.html https://www.youtube.com/watch?v=NjWZxz0GqFM&list=PLzDdlaxoYgBsAEpBBLrzQR2IXcjBlEL1R&index=39 https://drive.google.com/file/d/1tm3oJNQI07TmdVKq51WIKRYZDz3H1AI0/view?usp=sharing https://drive.google.com/file/d/1OfmvYU36rEY8S1Zdt_sBZjo9biDvjbaq/view?usp=sharing Functionality The functionality of your program will support the following: 1. All pixels should be in the range x in [0,128) and y in [0,128) (the parenthesis means not including 128). 2. Pixels start from (0,0) in the upper left to (127,127) in the lower right. 3. Pixel values are referenced in a single word using the upper and lower half of the word. So, for example, 0x00XX00YY) where XX and YY can be 0x00 to 0x7F. 4. All colors should be RGB using a single 32-bit word where the top byte is zero. So, for example, 0x00RRGGBB where RR, GG, and BB can be 0x00 to 0xFF. 5. All functions (subroutines) and macros described below. Note: signatures for each are included in the template. Macro Descriptions You are required to implement and use the three following macro definitions. Make sure not to alter their signatures as provided in the template as they may be called by a grading script. You may use additional macros if you like. getCoordinates, formatCoordinates, and getPixelAddress Subroutine Descriptions These subroutines should be in the lab4.asm file. You may use additional functions if you like. Again, these procedures will be called by the grading script, so make sure not to alter their signatures. Only use registers beginning with $t (and $a and $v where appropriate) when implementing these functions. You’ll also need to use $ra twice in `draw_crosshair`. Make sure to make use of the push and pop functions in `draw_crosshair`. clear_bitmap, draw_pixel, get_pixel, draw_horizontal_line, draw_vertical_line, and draw_crosshair. Lab 4 Page 3 of 9 Spring 2021 © 2021, Computer Engineering Department, University of California - Santa Cruz https://developer.mozilla.org/en-US/docs/Glossary/Signature/Function https://developer.mozilla.org/en-US/docs/Glossary/Signature/Function A Note on Debugging Note that if you need to add print statements to lab4.asm for debugging purposes, make sure to remove them before submitting as otherwise they will interfere with our grading scripts. Test Output The test output for this lab is visual and requires you to use the MARS Bitmap Display tool (in Mars select Bitmap Display from the Tools menu). You should modify the settings of the bitmap display to be 128 x 128 pixels and to have a base address of the memory map (0xffff_0000) as shown here: Press “Connect to MIPS” to use this in your program. Lab 4 Page 4 of 9 Spring 2021 © 2021, Computer Engineering Department, University of California - Santa Cruz The bitmap display is a grid of 128 x 128 pixels that displays a color based off the value written to the address corresponding to that pixel. In the example above, you can see how the coordinates of the pixel relate to the array in memory for a 4 x 4 pixel bitmap. For example if you wanted to color the pixel at row 2, column 3 (i.e. at 0x00030002 ~ (3,2)) you would take the base address of the of the first pixel and offset that by +11 which is (2 * row_size) + 3 to locate the correct pixel to color. We will be grading your solution by dumping the memory-mapped IO segment as hexadecimal ASCII and comparing with the correct results. You will miss all the points if you do not use the above size and base address configuration! In addition, your lab4.asm should not display any text using syscalls as this will interfere with the grading output. If you want, you can also display the memory-mapped segment using a command line argument like this: java -jar Mars4_5.jar nc 0xffff0000-0xfffffffc lab4_s21_test.asm Sample Input/Outputs When you’re finished, the bitmap will look like this (not including the gray outer border): Lab 4 Page 5 of 9 Spring 2021 © 2021, Computer Engineering Department, University of California - Santa Cruz You are expected to read through and understand how the provided lab4_s21_test.asm file works. The test file will call the subroutines in your lab4.asm file and print to the console your results as well as the expected results. This is what the output of your completed lab should look like: Lab 4 Page 6 of 9 Spring 2021 © 2021, Computer Engineering Department, University of California - Santa Cruz Lab 4 Page 7 of 9 Spring 2021 © 2021, Computer Engineering Department, University of California - Santa Cruz This output of the tests are available in this hex dump if you wish to compare. You can compare files online using a “diff” utility like the bash “diff” command (may not work as expected on Windows) or Diffchecker. If your bitmap is correct, you should be able to make an exact copy of the hex dump using java -jar Mars4_5.jar lab4_s21_test.asm 0xffff0000-0xfffffffC > my_output.hex For full credit, your output should match ours exactly. Automation Note that part of our grading script is automated, so it is imperative that your program’s output matches the specification exactly. Output that deviates from the spec will cause point deduction. You should not use a label called “main” anywhere in lab4.asm. If you do, it will fail to work with our test cases and your assignment will not be graded. Files You do not need to include lab4_s21_test.asm in your repo, but you may if you like. We will be using our own test script, similar to the one you’re given, just with different xy-coords and colors. lab4.asm This file contains your code for all of the functions and macros and should be the only file you edit (except perhaps for debugging purposes). Follow the code documentation guidelines here. By itself, this file should not actually do anything but define the functions. README.txt This file must be a plain text (.txt) file. It should contain your first
Jun 03, 2021
SOLUTION.PDF

Get Answer To This Question

Related Questions & Answers

More Questions »

Submit New Assignment

Copy and Paste Your Assignment Here