FUJITSU MB86293 DATA SHEET

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Revision 1.1
14th Jan, 2003
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Copyright © FUJITSU LIMITED 2001
ALL RIGHTS RESERVED
The specifications in this manual are subject to change without notice. Contact our Sales Department before purchasing the product described in this manual.
Information and circuit diagrams in this manual are only examples of device applications, they are not intended to be used in actual equipment. Also, Fujitsu accepts no responsibility for infringement of patents or other rights owned by third parties caused by use of the information and circuit diagrams.
The contents of this manual must not be reprinted or duplicated without permission of Fujitsu.
Fujitsu’s semiconductor devices are intended for standard uses (such as office equipment
(computers and OA equipment), industrial/communications/measuring equipment, and personal/home equipment). Customers using semiconductor devices for special applications (including aerospace, nuclear, military and medical applications) in which a failure or malfunction might endanger life or limb and which require extremely high reliability must contact our Sales Department first. If damage is caused by such use of our semiconductor devices without first consulting our Sales Department, Fujitsu will not assume any responsibility for the loss.
Semiconductor devices fail with a known probability. Customers must use safety design (such as redundant design, fireproof design, over-current prevention design, and malfunction prevention design) so that failures will not cause accidents, injury or death).
If the products described in this manual fall within the goods or technologies regulated by the Foreign Exchange and Foreign Trade Law, permission must be obtained before exporting the goods or technologies.
ii
Update history
Date Version Page count Change
2001.2.22 0.1 31 First edition
2001.7.23 0.2 228 See separate paper (Page count difference between Orchid and Coral)
2001.8.23 0.3 238 See separate paper (Page count difference between Rev0.2 and Rev0.3)
2001.11.12 0.4 262 See separate paper (Page count difference between Rev0.3 and Rev0.4)
2001.12.8 0.5 266 See separate paper (Page count difference between Rev0.4 and Rev0.5)
2002.1.9 0.6 266 See separate paper (Page count difference between Rev0.5 and Rev0.6)
2002.4.15 0.7 274 See separate paper (Page count difference between Rev0.6 and Rev0.7)
2002.5.21 0.8 274 See separate paper (Page count difference between Rev0.7 and Rev0.8)
2003.1.14 1.1 284 See separate paper (Page count difference between Rev0.8 and Rev1.1)
CONTENTS
1 GENERAL............................................................................................................................ 10
1.1 PREFACE......................................................................................................................... 10
1.2 FEATURES .......................................................................................................................11
1.3 BLOCK DIAGRAM.............................................................................................................. 12
1.4 FUNCTIONAL OVERVIEW..................................................................................................... 13
1.4.1 Host CPU interface .................................................................................................13
1.4.2 External memory interface ..................................................................................... 15
1.4.3 Display controller ................................................................................................... 16
1.4.4 Geometry processing............................................................................................... 18
1.4.5 2D Drawing ............................................................................................................ 19
1.4.6 3D Drawing ............................................................................................................ 21
1.4.7 Special effects......................................................................................................... 22
1.4.8 Others .................................................................................................................... 25
2 PINS .................................................................................................................................... 26
2.1 SIGNALS.......................................................................................................................... 26
2.1.1 Signal lines............................................................................................................. 26
2.2 PIN ASSIGNMENT ..............................................................................................................27
2.2.1 Pin assignment diagram ......................................................................................... 27
2.2.2 Pin assignment table .............................................................................................. 28
2.3 PIN FUNCTION.................................................................................................................. 30
2.3.1 Host CPU interface .................................................................................................30
2.3.2 Video output interface............................................................................................. 32
2.3.3 Graphics memory interface .....................................................................................33
2.3.4 Clock input ............................................................................................................. 34
2.3.5 Test pins................................................................................................................. 35
2.3.6 Reset sequence ....................................................................................................... 35
3 PROCEDURE OF THE HAR DWARE INITIALIZATION ...........................................................36
3.1 HARDWARE RESET ............................................................................................................ 36
3.2 RE -RESET .......................................................................................................................36
3.3 SOFTWARE RESET............................................................................................................. 36
4 HOST INTERFACE............................................................................................................... 37
4.1 OPERATION M ODE ............................................................................................................37
4.1.1 Host CPU mode ...................................................................................................... 37
4.1.2 Ready signal mode.................................................................................................. 37
4.1.3 BS signal mode ....................................................................................................... 38
4.1.4 Endian.................................................................................................................... 38
4.2 ACCESS MODE................................................................................................................. 39
4.2.1 SRAM interface ...................................................................................................... 39
4.2.2 FIFO interface (fixed transfer destination address) .................................................39
4.3 DMA TRANSFER............................................................................................................... 40
4.3.1 Data transfer unit ...................................................................................................40
4.3.2 Address mode ......................................................................................................... 40
4.3.3 Bus mode................................................................................................................ 41
4.3.4 DMA transfer request............................................................................................. 41
4.3.5 Ending DMA transfer ............................................................................................. 41
4.4 TRANSFER OF LOCAL DISPLAY LIST ..................................................................................... 42
4.5 INTERRUPT ...................................................................................................................... 43
4.6 SH3 MODE...................................................................................................................... 43
4.7 WAIT .............................................................................................................................. 43
4.8 MEMORY MAP.................................................................................................................. 44
5 GRAPHICS MEMORY........................................................................................................... 46
5.1 CONFIGURATION............................................................................................................... 46
5.1.1 Data type................................................................................................................ 46
5.1.2 Memory Mapping ....................................................................................................47
5.1.3 Data Format........................................................................................................... 47
5.2 FRAME MANAGEMENT ....................................................................................................... 49
5.2.1 Single Buffer .......................................................................................................... 49
5.2.2 Double Buffer ......................................................................................................... 49
5.3 MEMORY ACCESS............................................................................................................. 49
5.3.1 Memory Access by host CPU................................................................................... 49
5.3.2 Priority of memory accessing .................................................................................. 49
5.4 CONNECTION WITH MEMORY............................................................................................... 50
5.4.1 Connection with memory........................................................................................ 50
6 DISPLAY CONTROLLER ......................................................................................................52
6.1 OVERVIEW ....................................................................................................................... 52
6.2 DISPLAY FUNCTION........................................................................................................... 52
6.2.1 Layer configuration ................................................................................................ 52
6.2.2 Overlay................................................................................................................... 54
6.2.3 Display parameters ................................................................................................ 56
6.2.4 Display position control.......................................................................................... 57
6.3 DISPLAY COLOR ............................................................................................................... 59
6.4 CURSOR.......................................................................................................................... 60
6.4.1 Cursor dis play function...........................................................................................60
6.4.2 Cursor control......................................................................................................... 60
6.5 DISPLAY SCAN CONTROL ................................................................................................... 61
6.5.1 Applicable display ...................................................................................................61
6.5.2 Interlace display..................................................................................................... 62
6.6 THE EXTERNAL SYNCHRON OUS SIGNAL.................................................................................63
6.7 VIDEO INTERFACE , NTSC/PAL OUTPUT...............................................................................66
7 GEOMETRY ENGINE ........................................................................................................... 67
7.1 GEOMETRY PIPELINE......................................................................................................... 67
7.1.1 Processing flow .......................................................................................................67
7.1.2 Model-view-projection (MVP) transformation (OC→CC coordinate transformation) 68
7.1.3 3D-2D transformation (CC→NDC coordinate transformation) ................................ 68
7.1.4 View port transformation (NDC→DC coordinate transformation) ........................... 69
7.1.5 View volume clipping ..............................................................................................69
7.1.6 Back face curling .................................................................................................... 71
7.2 DATA FORMAT .................................................................................................................. 72
7.2.1 Data format ............................................................................................................72
7.3 SETUP E NGINE.................................................................................................................73
7.3.1 Setup processing..................................................................................................... 73
7.4 LOG OUTPUT OF DEVICE COORDINATES ............................................................................... 73
7.4.1 Log output mode..................................................................................................... 73
7.4.2 Log output destination address............................................................................... 73
8 DRAWING PROCESSING..................................................................................................... 74
8.1 COORDINATE SYSTEM ....................................................................................................... 74
8.1.1 Drawing coordinates ...............................................................................................74
8.1.2 Texture coordinates ................................................................................................ 75
8.1.3 Frame buffer .......................................................................................................... 76
8.2 FIGURE DRAWING ............................................................................................................. 77
8.2.1 Drawing primitives................................................................................................. 77
8.2.2 Polygon drawing function ....................................................................................... 77
8.2.3 Drawing parameters ...............................................................................................78
8.2.4 Anti-aliasing function ............................................................................................. 79
8.3 BIT MAP PROCESSING....................................................................................................... 80
8.3.1 BLT ........................................................................................................................ 80
8.3.2 Pattern data format................................................................................................ 80
8.4 TEXTURE MAPPING ........................................................................................................... 81
8.4.1 Texture size ............................................................................................................ 81
8.4.2 Texture color........................................................................................................... 81
8.4.3 Texture lapping ...................................................................................................... 82
8.4.4 Filtering ................................................................................................................. 83
8.4.5 Perspective correction............................................................................................. 83
8.4.6 Texture blending .....................................................................................................84
8.4.7 Bi-linear high -speed mode ......................................................................................84
8.5 RENDERING ..................................................................................................................... 86
8.5.1 Tiling...................................................................................................................... 86
8.5.2 Alpha blending ....................................................................................................... 86
8.5.3 Logic operation....................................................................................................... 87
8.5.4 Hidden plane management..................................................................................... 87
8.6 DRAWING ATTRIBUTES ....................................................................................................... 88
8.6.1 Line drawing attributes ..........................................................................................88
8.6.2 Triangle drawing attributes .................................................................................... 88
8.6.3 Texture attributes................................................................................................... 89
8.6.4 BLT attributes ........................................................................................................90
8.6.5 Character pattern drawing attributes .....................................................................90
8.7 BOLD LINE....................................................................................................................... 91
8.7.1 Starting and ending points ..................................................................................... 91
8.7.2 Broken line pattern ................................................................................................ 92
8.7.3 Edging.................................................................................................................... 93
8.7.4 Interpolation of bold line joint .................................................................................94
9 DISPLAY LIST ......................................................................................................................95
9.1 OVERVIEW ....................................................................................................................... 95
9.1.1 Header format ........................................................................................................ 96
9.1.2 Parameter format................................................................................................... 96
9.2 GEOMETRY COMMANDS ..................................................................................................... 97
9.2.1 Geometry command list.......................................................................................... 97
9.2.2 Explanation of geometry commands......................................................................100
9.3 RENDERING COMMAND.................................................................................................... 110
9.3.1 Command list ....................................................................................................... 110
9.3.2 Details of rendering commands ............................................................................. 115
10 REGISTER .........................................................................................................................125
10.1 REGISTER LIST...............................................................................................................125
10.1.1 Host interface register list ....................................................................................125
10.1.2 Graphics memory interface register list................................................................127
10.1.3 Display controller register list ..............................................................................128
10.1.4 Drawing engine register list..................................................................................133
10.1.5 Geometry engine register list................................................................................139
10.2 EXPLANATION OF REGISTER .............................................................................................140
10.2.1 Host interface registers.........................................................................................141
10.2.2 Graphics memory interface registers ....................................................................148
10.2.3 Display control register.........................................................................................151
10.2.4 Drawing control registers .....................................................................................199
10.2.5 Drawing mode registers ........................................................................................202
10.2.6 Triangle drawing registers....................................................................................220
10.2.7 Line drawing registers ..........................................................................................223
10.2.8 Pixel drawing registers.........................................................................................224
10.2.9 Rectangle drawing registers..................................................................................224
10.2.10 Blt registers ......................................................................................................225
10.2.11 High-speed 2D line drawing registers................................................................226
10.2.12 High-speed 2D triangle drawing registers..........................................................227
10.2.13 Geometry control register ..................................................................................228
10.2.14 Geometry mode registers ...................................................................................230
10.2.15 Display list FIFO registers ................................................................................237
11 TIMING DIAGRAM..............................................................................................................238
11.1 HOST I NTERFACE....................................................................................................238
11.1.1 CPU read/write timing diagram in SH3 mode (Normally Not Ready Mode)...........238
11.1.2 CPU read/write timing diagram in SH3 mode (Normally Ready Mode) .................239
11.1.3 CPU read/write timing diagram in SH4 mode (Normally Not Ready Mode)...........240
11.1.4 CPU read/write timing diagram in SH4 mode (Normally Ready Mode) .................241
11.1.5 CPU read/write timing diagram in V832 mode (Normally Not Ready Mode) .........242
11.1.6 CPU read/write timing diagram in V832 mode (Normally Ready Mode)................243
11.1.7 CPU read/write timing diagram in SPARClite (Normally Not Ready Mode)..........244
11.1.8 CPU read/write timing diagram in SPARClite (Normally Ready Mode) .................245
11.1.9 SH4 single -address DMA write (transfer of 1 long word).......................................246
11.1.10 SH4 single -address DMA write (transfer of 8 long words)..................................247
11.1.11 SH3/4 dual -address DMA (transfer of 1 long word)............................................248
11.1.12 SH3/4 dual -address DMA (transfer of 8 long words)...........................................248
11.1.13 V832 DMA transfer ...........................................................................................249
11.1.14 SH4 single -address DMA transfer end timing....................................................250
11.1.15 SH3/4 dual -address DMA transfer end timing ...................................................250
11.1.16 V832 DMA transfer end timing ..........................................................................251
11.1.17 SH4 dual DMA write without ACK ....................................................................252
11.1.18 Dual-address DMA (without ACK) end timing...................................................253
11.2 GRAPHICS M EMORY INTERFACE ........................................................................................ 254
11.2.1 Timing of read access to same row address ...........................................................254
11.2.2 Timing of read access to different row addresses ...................................................255
11.2.3 Timing of write access to same row address ..........................................................256
11.2.4 Timing of write access to different row addr esses..................................................257
11.2.5 Timing of read/write access to same row address ..................................................258
11.2.6 Delay between ACTV commands...........................................................................259
11.2.7 Delay between Refresh command and next ACTV command.................................259
11.3 DISPLAY TIMING..............................................................................................................260
11.3.1 Non-interlace mode ...............................................................................................260
11.3.2 Interlace video mode.............................................................................................261
11.3.3 Composite synchronous signal ..............................................................................262
11.4 CPU CAUTIONS .............................................................................................................262
11.5 SH3 MODE....................................................................................................................263
11.6 SH4 MODE....................................................................................................................263
11.7 V832 MODE ..................................................................................................................264
11.8 SPARCLITE...................................................................................................................264
11.9 SUPPORTED DMA TRANSFER MODES................................................................................264
12 ELECTRICAL CHARACTERISTICS ....................................................................................265
12.1 INTRODUCTION...............................................................................................................265
12.2 MAXIMUM RATING ...........................................................................................................265
12.3 RECOMMENDED OPERATING CONDITIONS ...........................................................................266
12.3.1 Recommended operating conditions ......................................................................266
12.3.2 Note at po wer-on ..................................................................................................266
12.4 DC CHARACTERISTICS ....................................................................................................268
12.4.1 DC Characteristics ...............................................................................................268
12.4.2 V-I characteristics diagram...................................................................................269
12.5 AC CHARACTERISTICS ....................................................................................................270
12.5.1 Host interface.......................................................................................................270
12.5.2 Video interface ......................................................................................................271
12.5.3 Graphics memory interface ...................................................................................272
12.5.4 PLL specifications .................................................................................................276
12.6 AC CHARACTERISTICS M EASURING CONDITIONS ................................................................. 277
12.7 TIMING DIAGRAM............................................................................................................278
12.7.1 Host interface.......................................................................................................278
12.7.2 Video interface ......................................................................................................282
12.7.3 Graphics memory interface ...................................................................................283
FUJITSU LIMITED PRELIMINARY and CONFIDENTIAL
1 GENERAL
1.1
Coral graphics controller has some functions and optional efficiency and is planned to be serial-manufactured according to purposes .
For ES version, the specifications in which common descriptions to CORAL series are written are planned to provide and for mass-production version, the specifications which are unique to each series are planed to be provided. Therefore, please bear in mind that the contents for ES and mass-production versions may be different form each other.
Preface
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1.2 Features
Geometry engine Geometry engine supports the geometry processing that is compatible with ORCHID (MB86292).
Using the display list created by ORCHID enables drawing. **(But Floating point setup command is deleted.)
Heavy processing of geometric operations such as coordinates conversions or clipping performed by this device can reduce the CPU loads dramatically.
2D and 3D Drawing Coral has a drawing function that is compatible with the CREMSON (MB86290A). It can draw data
using the display list created for CREMSON. **(But Internal texture RAM is deleted.) Coral also supports 3D rendering, such as texture mapping with perspective collection and Gouraud
shading, alpha blending, and anti-aliasing for drawing smooth lines.
Display controller Coral has a display controller that is compatible with ORCHID. In addition to the traditional XGA (1024 × 768 pixels) display, 4-layer overlay, left/right split display,
wrap-around scrolling, double buffers, and translucent display, function of 6-layer overlay, 4-siding for palette are expanded.
Host CPU interface Can be connected to SH3 and SH4 manufactured by Hitachi, to V832 microprocessor by NEC and to
SPARClite (MB86833) by Fujitsu without external circuits.
External memory interface SDRAM and FCRAM can be connected.
Optional function Final device can be selected either geometry high-/low-speed version.
Others CMOS technology with 0. 18-µm HQFP256 Package (lead pitch 0. 4 mm) Supply voltage: 1.8 V (internal operation) /3.3 V (I/O) Current consumption ( TYPICAL )
1.8 V power supply : 500mA
3.3V power supply : 100mA
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1.3 Block Diagram
CORAL general block diagram is shown below: Please note that the capture controller is deleted from this figure in Coral-LQ.
External Bus of Host CPU
A2-25
Host
Interface
D0 -31
Pixel Bus
Display Controller
D RGB
or
MD0-31/63
MA0-14
External
Memory
Controller
Geometry
Engine
2D/3D
Rendering
Engine
SDRAM
FCRAM
Fig.1.1 CORAL Block Diagram
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1.4 Functional Overview
1.4.1 Host CPU interface
Supported CPU
Coral can be connected to SH3 and SH4 manufactured by HITACHI, V832 by NEC, SPARClite (MB86833) by Fujitsu.
External Bus Clock
Can be connected at max. 100 MHz (when using SH4 interface)
Ready Mode
Supports normal ready/not ready.
Endian
Supports little endian.
Access Mode
SRAM interface FIFO interface (transfer destination address fixed)
DMA transfer
Supports 1-double word (32 bits) /8-double word (32 bytes) (only SH4) for transfer unit. ACK used/unused mode can be selected as protocol (only for DAM in dual address mode) Supports dual address/mode single address mode (only SH4). Supports cycle steel/burst. Supports local display list transfer.
Interrupt
Vertical (frame) synchronous detection Field synchronous detection External synchronous error detection Drawing command error Drawing command execution end
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Switching internal operating frequency
Switch the operating frequency immediately after a reset (before rewriting MMR mode register of external memory interface).
Any operating frequency can be selected from the five combinations shown in Table 2-6.
Table 1-1 Frequency Setting Combinations
Clock for geometry engine Clock for other than geometry engine
166 MHz 133 MHz 166 MHz 100 MHz 133 MHz 133 MHz 133 MHz 100 MHz 100 MHz 100 MHz
The following relationship is disabled: Clock for geometry engine < Clock for other than geometry engine
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1.4.2 External memory interface
SDRAM or FCRAM can be connected. 64 bits or 32 bits can be selected for data bus. Max. 133 MHz is available for operating frequency. Connectable memory configuration is as shown below.
External Memory Configuration
Type Data bus width Use count Total capacity
FCRAM 16 Mbits (x 16 Bits) 32 Bits 2 4 Mbytes FCRAM 16 Mbits (x16 Bits) 64 Bits 4 8 Mbytes SDRAM 64 Mbits (x32 Bits) 32 Bits 1 8 Mbytes SDRAM 64 Mbits (x32 Bits) 64 Bits 2 16 Mbytes SDRAM 64 Mbits (x16 Bits) 32 Bits 2 16 Mbytes SDRAM 64 Mbits (x16 Bits) 64 Bits 4 32 Mbytes SDRAM 128 Mbits (x32 Bits) 32 Bits 1 16 Mbytes SDRAM 128 Mbits (x32 Bits) 64 Bits 2 32 Mbytes SDRAM 128 Mbits (x16 Bits) 32 Bits 2 32 Mbytes SDRAM 128 Mbits (x16 Bits) 64 Bits 4 64 Mbytes SDRAM 256 Mbits (x16 Bits) 32 Bits 2 64 Mbytes
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1.4.3 Display controller
Video data output
Each 6-bit digital video output is provided.
Screen resolution
LCD panels with wide range of resolutions are supported by using a programmable timing generator as follows:
Screen Resolutions
Resolutions
1024 × 768 1024 × 600
800 × 600 854 × 480 640 × 480 480 × 234 400 × 234 320 × 234
Hardware cursor
Coral supports two hardware cursor functions. Each of these hardware cursors is specified as a 64 × 64-pixel area. Each pixel of these hardware cursors is 8 bits and uses the same look-up table as indirect color mode.
Double buffer method
Double buffer method in which drawing window and display window is switched in units of 1 frame enables the smooth animation.
Flipping (switching of display window area) is performed in synchronization with the vertical blanking period using program.
Scroll method
Independent setting of drawing and display windows and their starting position enables the smooth scrolling.
Display colors
Supports indirect color mode which uses the look-up table (color palette) in 8 bits/pixels.
Entry for look -up table (color palette) corresponds to color code for 8 bits, in other words, 256. Color
data is each 6 bits of RGB. Consequently, 256 colors can be displayed out of 260,000 colors.
Supports direct color mode which specifies RGB with 16 bits/pixels.
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L1 (WX, WY)
PRELIMINARY and CONFIDENTIAL
Overlay
Compatibility mode
Up to four extra layers (C, W, M and B) can be displayed overlaid. The overlay position for the hardware cursors is above/below the top layer (C). The transparent mode or the blend mode can be selected for overlay. The M- and B-layers can be split into separate windows. Window display can be performed for the W-layer. Two palettes are provided: C-layer and M-/B-layer. The W-layer is used as the video input layer.
L0, L2, L4 (0,0)
L3, L5 (HDB+1, 0)
Window mode
Up to six screens (L0 to 5) can be displayed overlaid.
The overlay sequence of the L0- to L5-layers can be changed arbitrarily.
The overlay position for the hardware cursors is above/below the L0-layer.
The transparent mode or the blend mode can be selected for overlay.
The L5-layer can be used as the blend coefficient plane (8 bits/pixel).
Window display can be performed for all layers.
Four palettes corresponded to L0 to 3 are provided.
The L1-layer is used as the video input layer.
Background color display is supported in window display for all layers.
L0 (L0WX, L0WY)
L5 (L5WX, L5WY)
L4 (L4WX, L4WY)
L2 (L2WX, L2WY)
L1 (L1WX, L1WY)
L3 (L3WX, L3WY)
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1.4.4 Geometry processing
Coral has a geometry engine for performing the numerical operations required for graphics processing. The geometry engine uses the floating-point format for highly precise operations. It selects the required geometry processing according to the set drawing mode and primitive type and executes processing to the final drawing.
Primitives
Point, line, line strip, independent triangle, triangle strip, triangle fan, and arbitrary polygon are supported.
MVP Transformation
MVP Transformation Setting a 4 × 4 transformation matrix enables transformation of a 3D model view projection.
Two-dimensional affine transformation is also possible.
Clipping
Clipping stops drawing of figures outside the window (field of view). Polygons (including concave shapes) can also be clipped.
Culling
Triangles on the back are not drawn.
3D-2D Transformation
This functions transforms 3D coordinates (normalization) into 2D coordinates in orthogonal or perspective projections.
View port transformation
This function transforms normalized 2D coordinates into drawing (device) coordinates.
Primitive setup
This function automatically performs a variety of slope computations, etc., based on transforming vertex data into coordinates and prepares for rendering (setup).
Log output of device coordinates
The view port conversion results are output to the local memory.
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1.4.5 2D Drawing
2D Primitives
Coral can perform 2D drawing for graphics memory (drawing plane) in direct color mode or indirect color mode.
Bold lines with width and broken lines can be drawn. With anti-aliasing smooth diagonal lines also can be drawn.
A triangle can be tiled in a single color or 2D pattern (tiling), or mapped with a texture pattern by specifying coordinates of the 2D pattern at each vertex (texture mapping). At texture mapping, drawing/non-drawing can be set in pixel units. Moreover, transparent processing can be performed using alpha blending. When drawing in single color or tiling without Gouraud shading or texture mapping, high-speed 2DLine and high -speed 2DTriangle can be used. Only vertex coordinates are set for these primitives. High-speed 2DTriangle is also used to draw polygons.
2D Primitives
Primitive type Description
Point Plots point Line Draws line Bold line strip
(provisional name) Triangle Draws triangle High-speed 2DLine Draws lines
Arbitrary polygon Draws arbitrary closed polygon containing concave shapes
Draws continuous bold line This primitive is used when interpolating the bold line joint.
Compared to line, this reduces the host CPU processing load.
consisting of vertices
Arbitrary polygon drawing
Using this function, arbitrary closed polygon containing concave shapes consisting of vertices can be drawn. (There is no restriction on the count of vertices, however, the polygon with its sides crossed are not supported.) In this case, as a work area for drawing, polygon drawing flag buffer is used on the graphics memory. In drawing polygon, draw triangle for polygon drawing flag buffer using high-speed 2DTriangle. Decide any vertex as a starting point to draw triangle along the periphery. It enables you to draw final polygon form in single color or with tiling/texture mapping in a drawing frame.
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BLT/Rectangle drawing
This function draws a rectangle using logic operations. It is used to draw pattern and copy the image pattern within the drawing frame. It is also used for clearing drawing frame and Z buffer.
BLT Attributes
Attribute Description
Raster operation Selects two source logical operation mode Transparent processing Performs BLT without drawing pixel consistent with the
transparent color.
Alpha blending The alpha map and source in the memory is subjected to alpha
blending and then copied to the destination.
Pattern (Text) drawing
This function draws a binary pattern (text) in a specified color.
Pattern (Text) Drawing Attributes
Attribute Description
Enlarge Vertically 2 × 2
Horizontally × 2 Vertically and Horizontally × 2
Shrink Vertically 1/2 × 1/2
Horizontally 1/2 Vertically and Horizontally 1/2
Drawing clipping
This function sets a rectangle frame in drawing frame to prohibit the drawing of the outside the frame.
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1.4.6 3D Drawing
3D Primitives
This function draws 3D objects in drawing memory in the direct color mode.
3D Primitives
Primitive Description
Point Plots 3D point Line Draws 3D line Triangle Draws 3D triangle Arbitrary polygon Draws arbitrary closed polygon containing concave shapes
consisting of vertexes
3D Drawing attributes
Texture mapping with bi-linear filtering/automatic perspective correction and Gouraud shading provides high-quality realistic 3D drawing. A built-in texture mapping unit performs fast pixel calculations. This unit also delivers color blending between the shading color and texture color.
Hidden plane management
Coral supports the Z buffer for hidden plane management.
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1.4.7 Special effects
Anti-aliasing
Anti-aliasing manipulates line borders of polygons in sub-pixel units and blend the pre -drawing pixel color with color to make the jaggies be seen smooth. It is used as a functional option for 2D drawing (in direct color mode only).
Bold line and broken line drawing
This function draws lines of a specific width and a broken line.
Line Drawing Attributes
Attribute Description
Line width Selectable from 1 to 32 pixels Broken line Set by 32 bit or 24 bit of broken line pattern
Supports the verticality of starting and ending points.
Supports the verticality of broken line pattern.
Interpolation of bold line joint supports the following modes:
(1) Broken line pattern reference address fix mode
The same broken line pattern is kept referencing for the period of some pixels starting from the
joint and the starting point for the next line.
(2) No interpolation
Supports the equalization of the width of bold lines.
Supports the bold line edging.
Not support the Anti-aliasing of dashed line patterns.
For a part overlaid due to connection of bold lines, natural overlay can be represented by providing depth
information. (Z value).
Shading
Supports the shading primitive. Drawing is performed to the body primitive coordinates (X, Y) with an offset as a shade. At this drawing,
the Z buffer is used in order to differentiate between the body and shade.
MB86293 CORAL_LQ Graphics Controller 22 Specifications Rev. 1.1
FUJITSU LIMITED PRELIMINARY and CONFIDENTIAL
Alpha blending
Alpha blending blends two image colors to provide a transparent effect. CORAL supports two types of blending; blending two different colors at drawing, and blending overlay planes at display. Transparent color is not used for these blending options.
There are two ways of specifying alpha blending for drawing: (1) Set a transparent coefficient to the register; the transparent coefficient is applied for transparency
processing of one plane.
(2) Set a transparent coefficient for each vertex of the plane; as with Gouraud shading, the transparent
coefficient is linear-interpolated to perform transparent processing in pixel units.
In addition to the above, the following settings can be performed at texture mapping. When the most significant bit of each texture cell is 1, drawing or transparency can be set. When the most significant bit of each texture cell is 0, non-drawing can be set.
Alpha Blending
Type Description
Drawing Transparent ratio set in particular register
While one primitive (polygon, pattern, etc.), being drawn, registered transparent ratio applied
A transparent coefficient set for each vertex. A linear-interpolated transparent coefficient applied.
This is possible only in direct color mode.
Overlay display Blends top layer pixel color with lower layer pixel color
Transparent coefficient set in particular register Registered transparent coefficient applied during one frame
scan
Gouraud Shading
Gouraud shading can be used in the direct color mode to provide 3D object real shading and color gradation.
Gray Scale Gouraud Shading
Gray scale gouraud shading can be used in the in-direct color(8bit/pixel) mode to draw a blend coefficient layer.
MB86293 CORAL_LQ Graphics Controller 23 Specifications Rev. 1.1
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Texture mapping
Coral supports texture mapping to map an image pattern onto the surface of plane. The texture pattern can be laid out in the graphics memory. In this case, max. 4096 × 4096 pixels can be used.
For drawing 8-bit color, only point sampling can be specified for texture interpolation; only de -curl can be specified for the blend mode.
Texture Mapping
Function Description
Filtering Point sample
Bi-linear filter
Coordinate s correction Linear
Perspective
Blend De-curl
Modulate Stencil
Alpha blend Normal
Stencil Stencil alpha
Wrap Repeat
Cramp Border
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1.4.8 Others
Drawing color
8-bit indirect color and 16-bit direct color are supported as a drawing input data.
Top-left rule non-applicable mode
In addition to the top-left rule applicable mode in which the triangle borders are compatible with CREMSON, the top-left rule non-applicable mode can be used. (In case of non-top-left polygon drawing, an object has to be in a geometry clipping area.)
Caution: Use perspective correct mode when use texture at the top-left rule non-applicable mode. Top-left rule non-applicable primitives cannot use Geometry clip function. Non-top-left-part’s pixel quality is less than body. (using approximate calculation)
MB86293 CORAL_LQ Graphics Controller 25 Specifications Rev. 1.1
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XCS
XRD
Clock
CKM
PRELIMINARY and CONFIDENTIAL
2 PINS
2.1 Signals
2.1.1 Signal lines
Host CPU
interface
D0-31
BCLKI
XRST
XWE0-3
XRDY
XBS
DREQ
DRACK
DTACK
XINT
RDY_MODE
BS_MODE
CLK
CLKSEL0-1
DCLKO DCKLI HSYNC VSYNC CSYNC DISPE GV R2-7
CORAL
Graphics Controller
HQFP256
S
G2-7 B2-7 XRGBEN
MD0-63 MA0-14 MRAS MCAS MWE MDQM0-7 MCLKO MCLKI
TESTH TRST
Video output interface
Graphics memory interface
Test
MB86293 CORAL_LQ Graphics Controller 26 Specifications Rev. 1.1
Fig. 2.1 CORAL Signal Lines
FUJITSU LIMITED PRELIMINARY and CONFIDENTIAL
2.2 Pin Assignment
2.2.1 Pin assignment diagram
DTACK
XWE0
VDDL
XWE1
XWE2
XWE3
A25
A24
A23
A22
A21
A20
A19
A18
A17
A16
A15
VDDL
A14
A13
A12
A11
A10A9A8A7A6A5A4A3A2
256
255
254
253
252
251
250
249
248
247
246
245
244
243
242
241
240
239
238
237
236
235
234
233
232
231
DRACK 1
BS_MODE 2 191 DG7
3 190 DG6 4
XINT
DREQ 5 188 DG4
XRDY 6 187 DG3
VDDH 7
VDDL 8 185 DB7
BCLKI 9 184 VDDL
10
XCS XRD 11 182 DB5
XBS 12 181 DB4
CKM 13 180 DB3 MODE0 14 179 DB2 MODE1 15 178 VDDH MODE2 16 177 VSS
XRST 17 176 VSS
VSS 18 175 MD63/R1 VSS 19 174 MD62/R0
D0 20 173 MD61/G1 D1 21 172 MD60/G0 D2 22 171 MD59/B1 D3 23
VDDL 24 169 MD57
D4 25 168 VDDL D5 26
VDDH 27 166 MD55
D6 28 165 MD54 D7 29 D8 30 163 MD52
D9 31 162 MD51 D10 32 D11 33 160 MD49 D12 34 159 MD48 D13 35 D14 36 157 TESTH D15 37 156 MD47 D16 38 155 MD46 D17 39 154 MD45
VDDL 40 153 MD44
D18 41 152 VDDL
VDDH 42 151 MD43
D19 43 150 MD42 D20 44 149 MD41 D21 45 D22 46 147 VSS D23 47 146 VSS D24 48 D25 49 144 MD38 D26 50 143 MD37 D27 51 D28 52 141 MD35 D29 53 140 MD34 D30 54 D31 55 138 MD32
VDDL 56 137 XRGBEN
VDDH 57
VSS 58 135 VDDL VSS 59 134 VSS
MD0 60 133 VSS MD1 61 132 MCLKI MD2 62 131 VDDH MD3 63 130 VSS MD4 64 129 VSS
6566676869707172737475767778798081828384858687888990919293949596979899
MD5
MD6
MD7
MD8
MD9
VDDL
MD10
MD11
MD12
MD13
MD14
MD15
VDDH
MD16
MD17
MD18
VDDL
MD19
MD20
MD21
MD22
MD23
MD24
MD25
MD26
MD27
230
MD28
229
MD29
228
MD30
227
MD31
226
VDDL
CLKSEL0
VDDL
225
224
VSS
VSS
CLKSEL1
VSS
223
222
VDDH
DQM0
VSS
221
100
DQM1
CLK
220
101
DQM2
PLLVDD
PLLVSSSTRST
219
218
102
103
MA0
DQM3
TESTH
TESTH
DCLKI
VSS
VSS
TESTH
VDDL
TESTH
VSYNC
HSYNC
VSS
VSS
CSYNCGVDE
DCLKO
VDDH
DR7
DR6
DR5
DR4
VDDL
DR3
217
216
215
214
213
212
211
210
209
208
207
206
205
204
203
202
201
200
199
198
197
196
195
194
193
192 DR2
189 DG5
186 DG2
183 DB6
170 MD58/B0
167 MD56
164
161
158
148
145 MD39
142 MD36
139
136
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
MA1
MA2
MA3
MA4
MA5
MA6
MA7
MA8
VDDL
MA9
MA10
MA11
MA12
MA13
MA14
VDDH
MRAS
MCAS
MWE
DQM4
DQM5
DQM6
DQM7
VDDL
MCLKO
MD53
MD50
TESTH
MD40
MD33
TESTH
Note: The MODE2 signal used for Orchid is changed as shown below.
MODE2 signal for Orchid RDY_MODE signal for Coral
MB86293 CORAL_LQ Graphics Controller 27 Specifications Rev. 1.1
FUJITSU LIMITED
64
MD4
128
MCLKO
192
DR2
256
DTACK
PRELIMINARY and CONFIDENTIAL
2.2.2 Pin assignment table
No. Name No. Name No. Name No. Name
1 DRACK 65 MD5 129 VSS 193 DR3 2 BS_MODE 66 VDDL 130 VSS 194 VDDL 3 RDY_MODE 67 MD6 131 VDDH 195 DR4 4 XINT 68 MD7 132 MCLKI 196 DR5 5 DREQ 69 MD8 133 VSS 197 DR6 6 XRDY 70 MD9 134 VSS 198 DR7 7 VDDH 71 MD10 135 VDDL 199 VDDH 8 VDDL 72 MD11 136 TESTH 200 DCLKO
9 BCLKI 73 MD12 137 XRGBEN 201 DE 10 XCS 74 MD13 138 MD32 202 GV 11 XRD 75 MD14 139 MD33 203 CSYNC 12 XBS 76 MD15 140 MD34 204 VSS 13 CKM 77 VDDH 141 MD35 205 VSS 14 MODE0 78 MD16 142 MD36 206 HSYNC 15 MODE1 79 MD17 143 MD37 207 VSYNC 16 MODE2 80 MD18 144 MD38 208 TESTH 17 XRST 81 VDDL 145 MD39 209 VDDL 18 VSS 82 MD19 146 VSS 210 TESTH 19 VSS 83 MD20 147 VSS 211 VSS 20 D0 84 MD21 148 MD40 212 VSS 21 D1 85 MD22 149 MD41 213 DCLKI 22 D2 86 MD23 150 MD42 214 TESTH 23 D3 87 MD24 151 MD43 215 TESTH 24 VDDL 88 MD25 152 VDDL 216 TRST 25 D4 89 MD26 153 MD44 217 S 26 D5 90 MD27 154 MD45 218 PLLVSS 27 VDDH 91 MD28 155 MD46 219 PLLVDD 28 D6 92 MD29 156 MD47 220 CLK 29 D7 93 MD30 157 TESTH 221 VSS 30 D8 94 MD31 158 TESTH 222 VSS 31 D9 95 VDDL 159 MD48 223 CLKSEL1 32 D10 96 VSS 160 MD49 224 VDDL 33 D11 97 VSS 161 MD50 225 CLKSEL0 34 D12 98 VDDH 162 MD51 226 A2 35 D13 99 DQM0 163 MD52 227 A3 36 D14 100 DQM1 164 MD53 228 A4 37 D15 101 DQM2 165 MD54 229 A5 38 D16 102 DQM3 166 MD55 230 A6 39 D17 103 MA0 167 MD56 231 A7 40 VDDL 104 MA1 168 VDDL 232 A8 41 D18 105 MA2 169 MD57 233 A9 42 VDDH 106 MA3 170 MD58/B0 234 A10 43 D19 107 MA4 171 MD59/B1 235 A11 44 D20 108 MA5 172 MD60/G0 236 A12 45 D21 109 MA6 173 MD61/G1 237 A13 46 D22 110 MA7 174 MD62/R0 238 A14 47 D23 111 VDDL 175 MD63/R1 239 VDDL 48 D24 112 MA8 176 VSS 240 A15 49 D25 113 MA9 177 VSS 241 A16 50 D26 114 MA10 178 VDDH 242 A17 51 D27 115 MA11 179 DB2 243 A18 52 D28 116 MA12 180 DB3 244 A19 53 D29 117 MA13 181 DB4 245 A20 54 D30 118 MA14 182 DB5 246 A21 55 D31 119 VDDH 183 DB6 247 A22 56 VDDL 120 MRAS 184 VDDL 248 A23 57 VDDH 121 MCAS 185 DB7 249 A24 58 VSS 122 MWE 186 DG2 250 A25 59 VSS 123 DQM4 187 DG3 251 XWE3 60 MD0 124 DQM5 188 DG4 252 XWE2 61 MD1 125 DQM6 189 DG5 253 XWE1 62 MD2 126 DQM7 190 DG6 254 VDDL 63 MD3 127 VDDL 191 DG7 255 XWE0
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FUJITSU LIMITED PRELIMINARY and CONFIDENTIAL
Notes
VSS/PLLVSS : Ground V
: 3.3-V power supply
DDH
V
/PLLVDD : 1.8-V power supply
DDL
PLLVDD : PLL power supply OPEN : Do not connect anything. TESTH : Input a 3.3 V-power supply.
- It is recommended that PLLVDD should be isolated on the PCB.
- Insert a bypass capacitor with good high frequency characteristics between the power supply and ground.
Place the capacitor as near as possible to the pin.
MB86293 CORAL_LQ Graphics Controller 29 Specifications Rev. 1.1
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DMA transfer strobe signal (XTC is used in the V832 mode.
PRELIMINARY and CONFIDENTIAL
2.3 Pin Function
2.3.1 Host CPU interface
Table 2-1 Host CPU Interface Pins
Pin name I/O Description
MODE0-2 Input Host CPU mode select RDY_MODE Input Normally ready, Not ready select BS_MODE Input BS signal with/without select XRST Input Hardware reset D0-31 In/Out Host CPU bus data A2-A25 Input Host CPU bus address (In the V832 mode, A[24] is
BCLKI Input Host CPU bus clock XBS Input Bus cycle start signal XCS Input Chip select signal XRD Input Read strobe signal XWE0 Input Write strobe for D0 to D7 signal XWE1 Input Write strobe for D8 to D15 signal XWE2 Input Write strobe for D16 to D23 signal XWE3 Input Write strobe for D24 to D31 signal XRDY Output
Tri-state
DREQ Output DMA request signal (This signal is low-active in both the SH
DRACK/DMAAK Input Acknowledge signal in response to DMA request (DMAAK is
DTACK/XTC Input
XINT Output Interrupt signal issued to host CPU (In the SH mode, and
connected to XMWR.)
Wait request signal (In the SH3 mode, when this signal is “0”, it indicates the wait state; in the SH4, V832 and SPARClite modes, when this signal is “1”, it indicates the wait state.)
mode and V832 mode.)
used in the V832 mode; this signal is high-active in both the SH mode and V832 mode.)
In the SH mode, this signal is high-active; in the V832 mode, it is low-active.)
SPARClite this signal is low-active; in the V832 mode, it is high-active)
MB86293 CORAL_LQ Graphics Controller 30 Specifications Rev. 1.1
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