Digilent DIO1 User Manual

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Revision: May 10, 2004 215 E Main Suite D | Pullman, WA 99163
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Overview
The Digital I/O board 1 (the DIO1) is one of several expansion boards designed to mate with Digilent system boards. The DIO1 is an inexpensive board that contains an assortment of basic digital I/O devices, including buttons, switches, and several LED displays. The DIO1 board can be combined with Digilab system boards to provide a source of ready-made I/O devices, allowing a wide range of projects to be implemented without the need for any other components.
DIO1 board features include:
A four digit seven-segment LED display;
8 individual LEDs;
A 3-bit VGA port;
5 momentary pushbuttons;
8 slide switches;
A PS2 mouse/keyboard port.
Functional description
The DIO1 board has been designed to provide a basic, inexpensive platform that contains many of the I/O devices commonly found in digital systems. Unlike the more advanced DIO2 board, the DIO1 board has been designed so that all signals pass directly to an attached system board, so no intermediate logic is required. When mated with a Digilab system board, the DIO1 board can provide a flexible prototyping system that can be operational immediately.
LEDs
Eight LEDs are provided for circuit outputs. The LED cathodes are tied to ground via 270­ohm resistors, and the anodes are driven from the 74HC373 (so the LED drive signals are active high).
®
Connector B
5
12
5 buttons
LD signals
9
8
74HC373
Latch
8 LEDs
Figure 2. LED Circuit
LD1- LD8
RP1 270 Ohm
GND
VGA Port
Connector A
5
2
PS2 port
4 displays 8 switches
Figure 1. DIO1 schematic
Signals
All named signals used on the DIO1 board are defined in the Table 1. Voltage levels for all
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signals arriving from an attached Digilab system board are determined by the system board, but all signals arising on the I/O board derive from the on-board 5VDC regulator (so they are all 5V CMOS signals).
The DIO1 board uses a two-layer process, so all signals are available on the top and bottom layers. Many signals are brought to a test point header for easy test and measurement equipment attachment.
Power Supply
The DIO1 board receives system power from pins 39 and 37 of connectors A and B (which mate to pins 1 and 3 of an attached system boards). Pin 37 provides Vdd from the attached system board (assumed to be 3.3VDC), and pin 39 is connected to ground. Up to 5VDC can be safely applied to the Vdd input pin (pin 37). The DIO1 board typically consumes less than 10mA with no LED’s illuminated, and up to 130mA with all LEDs illuminated (including
Power Supplies VU Unregulated power supply voltage from
attached system board – typically 5­9VDC. Although connected to the board, this supply is not used on the DIO1 board.
VDD33 Regulated power supply voltage
(3.3VDC) from attached system board. All devices on DIO1 board use this
supply. GND System ground VGA signals HS VGA Horizontal Sync signal VS VGA Vertical Sync signal R VGA 1-bit red data G VGA 1-bit green data B VGA 1-bit blue data PS2 signals KCLK PS2 (Keyboard or Mouse) clock signal KDAT PS2 (Keyboard or Mouse) data signal Input devices BTN1-4 Pushbuttons 1 through 4 SW1-
SW8 Output devices LD0-LD8 Discreet LEDs 1 through 8 CA-CF Seven-segment display cathodes AN1-
AN3
Table 1. DIO1 board signal definitions
Slide switches 1 through 8
Seven-segment display anodes
all segments of the seven-segment display).
Seven-segment LED display
The DIO1 board contains a modular 4-digit, common anode, seven-segment LED display. In a common anode display, the seven anodes of the LEDs forming each digit are connected to four common circuit nodes (labeled AN1 through AN4 on the DIO1 board). Each anode, and therefore each digit, can be independently turned on and off by driving these signals to a ‘1’ or a ‘0’. The cathodes of similar segments on all four displays are also connected together into seven common circuit nodes labeled CA through CG. Thus, each cathode for all four displays can be turned on and off independently.
This connection scheme creates a multiplexed display, where driving the anode signals and corresponding cathode patterns of each digit in a repeating, continuous succession can create a 4-digit display. In order for each of the four digits to appear bright and continuously illuminated, all four digits should be driven once every 1 to 16ms (for a refresh frequency of 60Hz to 1KHz). For example, in a 60Hz refresh scheme, each digit would be illuminated for ¼ of the refresh cycle, or 4ms. The controller must assure that the correct cathode pattern is present when the corresponding anode signal is driven. To illustrate the process, if AN1 is driven high while CB and CC are driven low, then a “1” will be displayed in digit position 2. Then, if AN2 is driven high while CA, CB and CC are driven low, then a “7” will be displayed in digit position 2. If AN1/CB, CC are driven for 4ms, and then AN2/CA, CB, CC
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are driven for 4ms in an endless succession, the
Refresh period = 1ms to 16ms
display will show “17” in the first two digits. An example timing diagram is provided to the right.
Anodes
via transistors for greater current
-- connected to CPLD
Vdd
a2
a3a4
a1
AN1 AN2 AN3 AN4
Digit period = Refresh / 4
Cathodes
Seven segment display refresh signals and timings
Digit 1 Digit 2 Digit 3 Digit 4
abcdefgdp
Cathodes
CPLD pins via 100
-- connected to
resistor
a
f
.
e
b
g
c
Common anode
d
(a) (b)
afgedcb
Figure 3. (a) Seven segm e nt display deta il. (b) comm on a node display configuration. (c) segement illumination patterns for decimal digits. (d) segm e nt illum ination truth table.
VCC
4.7KOhm
To Connector
GND
.01uF
GND
Digit
Show
n
(c)
0 1 2 3 4 5 6 7 8 9
Illuminated Segment
a b c d e f g
1 1 1 1 1 1 0 0 1 1 0 0 0 0 1 1 0 1 1 0 1 1 1 1 1 0 0 1 0 1 1 0 0 1 1 1 0 1 1 0 1 1 1 0 1 1 1 1 1 1 1 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 0 1 1
(d)
Push Buttons
The 5 momentary-contact push buttons are normally high when unused; this high signal is translated to a low signal by a Schmitt Trigger. When the button is actively pressed the signal is driven low, which the Schmitt Trigger will translate to a high signal. The buttons exhibit a worst-case bounce time of about 1ms. A 74HC14 Hex Schmitt Trigger inverter provides the debounce filtering and ESD protection. The button outputs are brought out directly to pins on interface connector B.
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Switches
The eight slide switches can be used to connect either Vdd or GND to eight pins on interface connecter B. The switches exhibit about 2ms of bounce, and no active debouncing circuit is employed. A 4.7K-ohm series resistor is used for nominal input protection.
PS2 port
The DIO1 board includes a 6-pin mini-DIN connector that can accommodate a PS2 mouse or PS2 keyboard connection. Both the
2
4
6
mouse and keyboard use a two­wire serial bus (including clock and data) to communicate with a host device, and both drive the bus
PS2 Connector front view
with identical signal timings. Both use 11-bit words that include a start, stop and odd parity bit, but the data packets are organized differently, and the keyboard interface allows bi-directional data transfers (so
1
5
Vdd
GND
RP6 & 7
4.7 KOhm To
Connector
Pin 1
3
Pin 5Pin 6
Bottom-up
hole pattern
PS2 Pin Definitions
Pin Function 1 Data 2 Reserved 3 GND 4 Vdd 5 Clock 6 Reserved
state at logic ‘1’. The timings define signal requirements for mouse-to-host communications and bi-directional keyboard communications.
the host device can illuminate state LEDs on the keyboard).
Bus timings are shown below. The clock and data signals are only driven when data transfers occur, and otherwise they are held in the “idle”
T
T
CK
Symbol Parameter Min Max
T
Clock time
CK
T
Data-to-clock setup time
SU
T
Clock-to-data hold time 5us 25us
HLD
30us
5us
50us 25us
Edge 0
CLK
DATA
CK
T
T
SU
HLD
'1' stop bit'0' start bit
Edge 10
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Keyboard
The keyboard uses open collector drivers so that either the keyboard or an attached host device can drive the two-wire bus (if the host device will not send data to the keyboard, then the host can use simple input-only ports). The clock and data signals (PS2C and PS2D) are connected directly to pins on the B connector.
A PS2-style keyboard uses scan codes to communicate key press data (nearly all keyboards in use today are PS2 style). Each key has a single, unique scan code that is sent whenever the corresponding key is pressed. If the key is pressed and held, the scan code will be sent repeatedly once every 100ms or so. When a key is released, a “F0” key-up code is sent, followed by the scan code of the released key. If a key has a “shift” character that is
A host device can also send data to the keyboard. Below is a short list of some often­used commands.
ED Turn on/off Num Lock, Caps Lock, and
Scroll Lock LEDs. The keyboard acknowledges receipt of an “ED” by returning an “FA”, after which the host send another byte to set LED status: Bit 0 sets Scroll Lock; bit 1 sets the Num Lock; and Bit 2 sets Caps lock. Bits 3 to 7 are ignored.
EE Echo. Upon receiving an echo command,
the keyboard replies with the same scan code (“EE”).
F3 Set scan code repeat rate. The keyboard
acknowledges receipt of an “F3” by returning an “FA”, after which the host sends a second byte to set the repeat rate.
FE Resend. Upon receiving a resend
ESC
76
` ~ 0E
TAB
0D
Caps Lock
58
Shift
12
Ctrl
14
F105F206F304F4
0C
1 !162 @1E3 #264 $255 %
2E
Q
15W1DE24R2DT2C
A
1CS1BD23F2BG34
Z
1ZX22C21V2AB32
Alt
11
F503F60BF783F8
6 ^367 &3D8 *3E9 (460 )45- _4E= +55BackSpace
Y
35U3CI43O44P4D
H
33J3BK42L4B
Space
29
different than the non-shift character, the same scan code is sent whether the shift key is pressed or not, and the host device must determine which character to use. Some keys, called extended keys, send an “E0” ahead of the scan code (and they may send more than one scan code). When an extended key is released, an “E0 F0” key-up code is sent, followed by the scan code. Scan codes for most keys are shown in the figure below.
N
31M3A
F901F1009F1178F12
0A
; :
4C
, <41> .49/ ?
4A
Alt
E0 11
[ {54] }
5B
' "
52
Enter
Shift
59
66
\ |
5D
5A
Ctrl
E0 14
07
E0 75
E0 74
E0 6B
E0 72
command, the keyboard will re-send the last scan code sent.
FF Reset. Resets the keyboard.
The keyboard should send data to the host only when both the data and clock lines are high (or idle). Since the host is the “bus master”, the keyboard should check to see whether the host is sending data before driving the bus. To facilitate this, the clock line can be used as a “clear to send” signal. If the host pulls the clock line low, the keyboard must not send any data until the clock is released (host-to-
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keyboard data transmission will not be dealt with further here).
The keyboard sends data to the host in 11-bit words that contain a ‘0’ start bit, followed by 8­bits of scan code (LSB first), followed by an odd parity bit and terminated with a ‘1’ stop bit. The keyboard generates 11 clock transitions (at around 20 - 30KHz) when the data is sent, and data is valid on the falling edge of the clock.
1 indicates a negative number). The magnitude of the X and Y numbers represent the rate of mouse movement – the larger the number, the faster the mouse is moving (the XV and YV bits in the status byte are movement overflow indicators – a ‘1’ means overflow has occurred). If the mouse moves continuously, the 33-bit transmissions are repeated every 50ms or so. The L and R fields in the status byte indicate Left and Right button presses (a ‘1’ indicates the button is being pressed).
Mouse
The mouse outputs a clock and data signal when it is moved; otherwise, these signals remain at logic ‘1’. Each time the mouse is moved, three 11-bit words are sent from the mouse to the host device. Each of the 11-bit words contains a ‘0’ start bit, followed by 8 bits of data (LSB first), followed by an odd parity bit, and terminated with a ‘1’ stop bit. Thus, each data transmission contains 33 bits, where bits 0, 11, and 22 are ‘0’ start bits, and bits 10, 21, and 32 are ‘1’ stop bits. The three 8-bit data fields contain movement data as shown below.
Mouse status byte X direction byte Y direction byte
L R 0 1 XS YS XY YY P X0 X1 X2 X3 X4 X5 X6 X7 P Y0 Y1 Y2 Y3 Y4 Y5 Y6 Y7 P
10 100 11
Idle state
Start bit Stop bit
Start bit
Stop bit
Start bit
Stop bit
Idle state
Data is valid at the falling edge of the clock, and the clock period is 20 to 30KHz. The mouse assumes a relative coordinate system wherein moving the mouse to the right generates a positive number in the X field, and moving to the left generates a negative number. Likewise, moving the mouse up generates a positive number in the Y field, and moving down represents a negative number (the XS and YS bits in the status byte are the sign bits – a 1’
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VGA port
The five standard VGA signals Red (R), Green (G), Blue (B), Horizontal Sync (HS), and Vertical Sync (VS) are routed directly from the A connector to the VGA connector. A series resistor is used on each color line to provide 3­bit color, with 1 bit each for Red, Green, and Blue. The series resistor uses the 75 ohm VGA cable termination to ensure that the color signals remain in the VGA-specified 0V – 0.7V range. The HS and VS signals are TTL level.
VGA signal timings are specified, published, copyrighted and sold by the VESA organization (www.vesa.org). The following
VGA system and timing information is provided as an example of how a VGA monitor might be driven in 640 by 480 mode. For more precise information, or for information on higher VGA frequencies, refer to document available at the VESA website (or experiment!).
Pin 5
Pin 10
Pin 15
DB15 VGA connector
Front view
DB15
Connector
1
6
11 2 7
12 3 8
13 4 9
14 5
10
15
Pin 1 Pin 6
Pin 11
Red
Green
Blue Horizontal Sync
Vertical Sync
Pin 1
Pin 15
DB15 through-hole pattern as
seen from the top
470
To R on Connector B
470
To G on Connector B
470
To B on Connector B To HS on Connector B
To VS on Connector B
GND
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VGA systems and signal timings for a 60Hz, 640x480 display
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CRT-based VGA displays use amplitude modulated, moving electron beams (or cathode rays) to display information on a phosphor­coated screen. LCD displays use an array of switches that can impose a voltage across a small amount of liquid crystal, thereby changing light permittivity through the crystal on a pixel-by-pixel basis. Although the following description is limited to CRT displays, LCD displays have evolved to use the same signal timings as CRT displays (so the “signals” discussion below pertains to both CRTs and LCDs).
CRT displays use electron beams (one for red, one for blue and one for green) to illuminate phosphor that coats the inner side of the display end of a cathode ray tube (see drawing below). Electron beams emanate from “electron guns”,
where two coils of wire produce orthogonal electromagnetic fields. Because cathode rays are composed of charged particles (electrons), they can be bent by these magnetic fields. Current waveforms are passed through the coils to produce magnetic fields that cause the electron beams to transverse the display surface in a “raster” pattern, horizontally from left to right and vertically from top to bottom. Information is only displayed when the beam is moving in the “forward” direction (left to right and top to bottom), and not during the time the beam is reset back to the left or top edge of the display. Much of the potential display time is therefore lost in “blanking” periods when the beam is reset and stabilized to begin a new horizontal or vertical display pass.
The size of the beams, the frequency at which
the beam can be traced across the display, and which are a finely pointed, heated cathodes placed in close proximity to a positively charged annular plate called a “grid”. The electrostatic force imposed by the grid pulls away rays of energized electrons as current flows into the cathodes. These particle
Anode (entire screen)
Cathode ray
Cathode ray tube
Deflection coils
Grid
Electron guns (Red, Blue, Green)
rays are initially accelerated towards the grid, but they soon fall under the influence of the much larger electrostatic force that results from the entire phosphor coated display surface of the CRT being charged to 20kV (or more). The rays are focused
High voltage supply
(>20kV)
deflection
control
grid
control
Control board
gun
control
Sync signals
(to deflection control)
R,G,B signals (to guns)
to a fine beam as they pass through the center of the grids, and then they accelerate to impact on the phosphor coated display surface. The phosphor surface glows brightly at the impact point, and the phosphor continues to glow for several hundred microseconds after the beam is removed. The larger the current fed into the cathode, the brighter the phosphor will glow.
Between the grid and the display surface, the beam passes through the neck of the CRT
the frequency at which the electron beam can
be modulated determine the display resolution.
Modern VGA displays can accommodate
different resolutions, and a VGA controller
circuit dictates the resolution by producing
timing signals to control the raster patterns. The
controller must produce TTL-level
synchronizing pulses to set the frequency at
which current flows through the deflection
coils, and it must ensure that pixel (or video)
Cathode ray tube display system
VGA cable
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o
Symbol Parameter
T
Sync pulse time
S
T
disp
T
pw
T
fp
T
bp
Display time VS pulse width VS front porch VS back porch
Vertical Sync
Time Clocks Lines
16.7ms
15.36ms
320 us 928 us
64 us
416,800 384,000
1,600 8,000
23,200
521 480
2 10 29
data is applied to the electron guns at the correct time. Video data typically comes from a video refresh memory; with one or more bytes assigned to each pixel location (the DIO1 board uses 3-bits per pixel). The controller must index into video memory as the beams move across the display, and retrieve and apply video data to the display at
Current through horizontal defletion coil
precisely the time the electron beam is moving across a given pixel.
The VGA controller circuit must generate the HS and VS timings signals and coordinate the delivery of
time
video data based on the pixel clock. The pixel clock
HS
defines the time available to display 1 pixel of information. The VS signal defines the “refresh” frequency of the display, or the frequency at which all information on the display is redrawn. The minimum refresh frequency is a function of the display’s phosphor and electron beam intensity, with practical refresh frequencies falling in the 60Hz to 120Hz range. The number of lines to be displayed at a given refresh frequency defines the horizontal “retrace”
Horizont al Sync
Time
25.6 us
3.84 us 640 ns
1.92 us
Clocks
32 us
pixel 0,0
800 640
96 16 48
640 pixels are displayed each time the beam travels across the screen
VGA display
surface
pixel 479,0 pixel 479,639
Stable current ramp - information displayed during this time
Total horizontal time
Horizontal display time
Horizontal sync signal sets retrace frequency
VGA Signal Timing
A VGA controller circuit decodes the output of a horizontal-sync counter driven by the pixel clock to generate HS signal timings. This counter can be used to locate any pixel location on a given row. Likewise, the output of a vertical-sync counter that increments with each HS pulse can be used to generate VS signal timings, and this counter can be used to locate
T
pw
pixel 0,639
T
S
T
disp
retrace time
"back porch""front porch"
T
T
bp
Retrace - n information displayed during this time
fp
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any given row. These two continually running counters can be used to form an address into
video RAM. No time relationship between the onset of the HS pulse and the onset of the VS pulse is specified, so the designer can arrange the counters to easily form video RAM addresses, or to minimize decoding logic for
Connector pinouts
The connector pinouts are shown below. Separately available tables show pass-through connections for the devices on the DIO1 board when the board is attached to various system boards – i.e., one table is available showing the FPGA connections to the DIO1 devices for a D2 system board, another table is available showing the FPGA connections for a D2E board, a third for the D2XL board, etc.
sync pulse generation.
J2 (B) connector
Pin Signal Pin Signal Pin Signal Pin Signal
1 CA 11 CF 21 A1 31 n/c 30 BLU 2 SW1 12 SW6 22 LD1 32 LD6 32 PS2D 3 CB 13 CG 23 A2 33 n/c 33 GRN 4 SW2 14 SW7 24 LD2 34 LD7 34 PS2C 5 CC 15 DP 25 A3 35 n/c 35 RED 6 SW3 16 SW8 26 LD3 36 LD8 36 HS 7 CD 17 BTN2 27 A4 37 VDD33 37 VDD 8 SW4 18 BTN1 28 LD4 38 LDG 38 VS 9 CE 19 BTN4 29 n/c 39 GND 39 GND
10 SW5 20 BTN3 30 LD5 40 VU
J1 (A) Connector
Pin Signal
40 VU
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