Note
What is new in version 2?
- Increased the number of instructions from 10 to 16, 60% more instructions!
- Increased the core clock to 50.25 MHz, therefore increasing the resolution to 80x60 pixel, 25% more pixel!
- The
pause_executesignal allows you to pause execution, making it easy to upload a new shader without corruption. - The
GETUSERinput source has been deprecated and is replaced byTIME1. Previous designs will still assemble, but useTIME1instead ofGETUSER.
Experimental:
- The
double_instrsignal allows you to double the number of instructions even further! From 16 to 32 instructions. - If you double the instructions, you also need to half the resolution if you want to execute a 32-instructions long shader.
Therefore, the
half_resolutionsignal allows you to half the resolution. Otherwise two 16-instructions are executed for every other pixel.
Modern GPUs use fragment shaders to determine the final color for each pixel. Thousands of shading units run in parallel to speed up this process and ensure that a high FPS ratio can be achieved.
Tiny Shader mimics such a shading unit and executes a shader with 16 instructions for each pixel. No framebuffer is used, the color values are generated on the fly. Tiny Shader also offers an SPI interface via which a new shader can be loaded. The final result can be viewed via the VGA output at 640x480 @ 60 Hz, although at an internal resolution of 80x60 pixel.
These images and many more can be generated with Tiny Shader. Note, that shaders can even be animated by acessing the time0 or time1 register.
Tiny Shader has four (mostly) general purpose registers, REG0 to REG3. REG0 is special in a way as it is the target or destination register for some instructions. All registers are 6 bit wide.
The shader has four sources to get input from:
X- X position of the current pixelY- Y position of the current pixelTIME0- Increments at 7.5 Hz, before it overflow it counts down again.TIME1- Increments at 60 Hz, before it overflow it counts down again.
The goal of the shader is to determine the final output color:
RGB- The output color for the current pixel. Channel R, G and B can be set individually. If not set, the color of the previous pixel is used.
Tiny Shader contains a LUT with 16 6-bit sine values for a quarter of a sine wave. When accesing the LUT, the entries are automatically mirrored to form one half of a sine wave with a total of 32 6-bit values.
The following instructions are supported by Tiny Shader. A program consists of 16 instructions and is executed for each pixel individually. The actual resolution is therefore one eigth of the VGA resolution (80x60 pixel).
| Instruction | Operation | Description |
|---|---|---|
| SETRGB RA | RGB <= RA | Set the output color to the value of the specified register. |
| SETR RA | R <= RA[1:0] | Set the red channel of the output color to the lower two bits of the specified register. |
| SETG RA | G <= RA[1:0] | Set the green channel of the output color to the lower two bits of the specified register. |
| SETB RA | B <= RA[1:0] | Set the blue channel of the output color to the lower two bits of the specified register. |
| Instruction | Operation | Description |
|---|---|---|
| GETX RA | RA <= X | Set the specified register to the x position of the current pixel. |
| GETY RA | RA <= Y | Set the specified register to the y position of the current pixel. |
| GETTIME0 RA | RA <= TIME0 | Set the specified register to the current time0 value, increments at 7.5Hz and counts down down again. |
| GETTIME1 RA | RA <= TIME1 | Set the specified register to the current time1 value, increments at 60Hz and counts down down again. |
| Instruction | Operation | Description |
|---|---|---|
| IFEQ RA | TAKE <= RA == R0 | Execute the next instruction if RA equals R0. |
| IFNE RA | TAKE <= RA != R0 | Execute the next instruction if RA does not equal R0. |
| IFGE RA | TAKE <= RA >= R0 | Execute the next instruction if RA is greater then or equal R0. |
| IFLT RA | TAKE <= RA < R0 | Execute the next instruction if RA is less than R0. |
| Instruction | Operation | Description |
|---|---|---|
| DOUBLE RA | RA <= RA * 2 | Double the value of RA. |
| HALF RA | RA <= RA / 2 | Half the value of RA. |
| ADD RA RB | RA <= RA + RB | Add RA and RB, result written into RA. |
| Instruction | Operation | Description |
|---|---|---|
| CLEAR RA | RA <= 0 | Clear RA by writing 0. |
| LDI IMMEDIATE | RA <= IMMEDIATE | Load an immediate value into RA. |
| Instruction | Operation | Description |
|---|---|---|
| SINE RA | RA <= SINE[R0[4:0]] | Get the sine value for R0 and write into RA. The sine value LUT has 32 entries. |
| Instruction | Operation | Description |
|---|---|---|
| AND RA RB | RA <= RA & RB | Boolean AND of RA and RB, result written into RA. |
| OR RA RB | RA <= RA | RB | Boolean OR of RA and RB, result written into RA. |
| NOT RA RB | RA <= ~RB | Invert all bits of RB, result written into RA. |
| XOR RA RB | RA <= RA ^ RB | XOR of RA and RB, result written into RA. |
| Instruction | Operation | Description |
|---|---|---|
| MOV RA RB | RA <= RB | Move value of RB into RA. |
| Instruction | Operation | Description |
|---|---|---|
| SHIFTL RA RB | RA <= RA << RB | Shift RA with RB to the left, result written into RA. |
| SHIFTR RA RB | RA <= RA >> RB | Shift RA with RB to the right, result written into RA. |
| Instruction | Operation | Description |
|---|---|---|
| NOP | R0 <= R0 & R0 | No operation. |
This project was designed for Tiny Tapeout.



