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Assembly代写 | bitmap图像处理

Assembly代写 | bitmap图像处理

本次汇编代写的主要内容是使用bitmap进行图像处理

Lab 5: Functions and Graphics

Due Friday March 12, 2021, 11:59 PM (Late hours cannot be used) Minimum Submission Requirements

● Ensure that your Lab5 folder contains the following files (note the capitalization convention):

○ Lab5.asm
○ README.txt
○ It is ok if you also have lab5_w21_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 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

    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.1 Together this 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.
    
    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
    

    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.

     

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
           watch videos 2.7 - 2.12
    
  5. Functions
    watch video tutorials 15 – 18

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 (lab5_w21_template.asm) and may not change the function names or arguments

at all. Please rename the file to Lab5.asm and start with it. To receive any credit

for your subroutines, Lab5.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 (lab5_w21_test.asm) tests each one of your subroutines and includes (at the very end) your subroutines from Lab5.asm (based on the above template file). You should modify the test to include Lab5.asm instead of lab5_w21_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. You must save and restore registers as required in MIPS. 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).

 

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 Lab5.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. Please only use registers beginning with $t, $a, and $v when implementing these functions (except draw_crosshair, which should only make use of s, a, and v registers). Otherwise, our grading script may not work.

clear_bitmap, draw_pixel, get_pixel, draw_horizontal_line, draw_vertical_line, and
draw_crosshair.

 

A Note on Debugging

Note that if you need to add print statements to lab5.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.

 

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 Lab5.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 lab5_w21_test.asm

Sample Input/Outputs

When you’re finished, the bitmap will look like this (not including the gray outer
border):
You are expected to read through and understand how the provided lab5_w21_test.asm
file works. The test file will call the subroutines in your Lab5.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:

 

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 Diffchecker or the bash “diff”
command.
If your bitmap is correct, you should be able to make an exact copy of the hex dump
using
java -jar Mars4_5.jar lab5_w21_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 Lab5.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 lab5_w21_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.

Lab5.asm

This file contains your pseudocode and assembly 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 and last
name (as it appears on Canvas) and your CruzID. Instructions for the README can be
found here.

Google Form

You are required to answer questions about the lab in this Google Form. Answers,
excluding the ones asking about resources used and collaboration should total at the
very least 150 words.

Syscalls

You may use syscalls in the lab5_w21_test.asm file, but you should not use any
syscalls in Lab5.asm. We inserted an exit syscall in the template to prevent it from
running on its own and you can leave that there, but do not add any more.

Other Requirements

Turn Off Delayed Branching

From the settings menu, make sure Delayed branching is unchecked

Checking this option will insert a “delay slot” which makes the next instruction
after a branch execute, no matter the outcome of the branch. To avoid having your
program behave in unpredictable ways, make sure Delayed branching is turned off. In
addition, add a NOP instruction after each branch instruction. The NOP instruction
guarantees that your program will function properly even if you forgot to turn off
delayed branching. For example:

LI $t12

LOOP: NOP
ADDI $t0 $t0 1

BLT $t0 $t1 LOOP
NOP # nop added after the branch instruction ADD $t3 $t5 $t6

Grading Rubric (100 points total)

12 pt assembles without errors
80 pt outputs (and function signatures) match the specifications
   15 pt getCoordinates, formatCoordinates, getPixelAddress
   10 pt draw_pixel, get_pixel
   25 pt clear bitmap
   20 pt draw draw_horizontal_line, draw_vertical_line

10 pt draw_crosshair
Note: credit for this section only if program assembles without errors

8 pt documentation
   4 pt README file complete
   4 pt Google form complete
-100 pt no Google form submitted or incorrect commit ID
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