Mitsubishi M5M410092BRF, M5M410092BFP Datasheet

Contents
1
Overview of 3D-RAM and Its Functional Blocks
Introduction Frame Buffer Design Example Simplified 3D-RAM Block Diagram 3D-RAM Functional Blocks Block, Page, and Page Group DRAM Banks and Basic DRAM Operations Pixel Buffer Video Buffers Global Bus Pixel ALU Basics
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ROP/Blend Units Dual Compare Unit Pipelining The Picking Logic
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1 1 3 4 4 6 7 7 8
9 10 10 11 12
2
Pin Descriptions and Pinouts
Common Pins Pixel ALU Interface DRAM Control Video Interface Test Access Port Power & Ground 3D-RAM Pinouts
Tracking Label Normal Pinout Diagram Reverse Pinout Diagram
Pixel ALU Operations
3
Elements of the Pixel Buffer
Block and Word Dirty Tag
Plane Mask
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Using Dirty Tag for Color Expansion
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13 15 16 17 17 18 18 18 19 20
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i
Pixel ALU Operations
3
Elements of the Pixel ALU
ROP/Blend Units Stencil Modes 16-Bit Color Mode Dual Compare Unit Pipelining The Picking Logic
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Operations of the Pixel ALU
Register Operations
Identification Register (ID[31:0]) Plane Mask Register (PM[31:0]) Constant Source Register (CSR[35:0]) Match Mask Register (MTM[31:0]) Magnitude Mask Register (MGM[31:0]) ROP/Blend Control Register (RBC[31:0]) Compare Control Register (CCR[31:0]) Write Address Control Register (WAC[31:0]) An Application of the Write Address Control Register Blend_2 Control Register (BLD2[31:0]) Preblend Control Register (PBC[31:0]) Stencil Planes Register (StPl[31:0]) Stencil Control Register (StC[31:0]) PASS_INs Select Register (PINS[31:0]) Color Depth Select Register (CDS[31:0]) Prohibited Register Access
Pixel Data Operations
Stateless Initial Data Write Stateless Normal Data Write Stateful Initial Data Write Stateful Normal Data Write Replace Dirty Tag OR Dirty Tag
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25 26 40 44 51 52 55 56 57 58 58 58 58 58 59 60 62 62 64 65 66 67 70 70 71 72 72 72 72 72 73 73
DRAM Operations
4
An Overview of DRAM Operations Description of DRAM Operations
Unmasked Write Block (UWB)
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75 76 77
DRAM Operations
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Masked Write Block (MWB) Precharge Bank (PRE) Video Transfer (VDX)
Video Buffer Load Video Output Operation
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Initialize and Abort Video Output Prohibited Video Operation Sequence
Duplicate Page (DUP) Read Block (RDB) Access Page (ACP) No Operation (NOP)
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77 78 78 78 80 81 81 82 82 82 84
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Pixel ALU Pipelines and DRAM Activities
DRAM and Pixel ALU Interactions DRAM Activities
Frame Buffer Organizations
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Introduction 1280 x 1024 x 8 Organization 1280 x 1024 x 32 Single Buffered Organization 1280 x 1024 x 32 Double Buffered Organization with Z 640 x 512 x 8 Double Buffered Organization with Z
7
Electrical Specifications
Absolute Maximum Ratings Testing Conditions DC Specifications AC Specifications
Pixel ALU Timing Parameters DRAM Timing Parameters Video Buffer Timing Parameters Boundary-Scan Timing Parameters
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85 91
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103 103 107 109 109 111 114 115
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Timing Diagrams
Timing Diagrams
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117
Packaging
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3D-RAM Pinouts
Normal Pinout Diagram Reverse Pinout Diagram
Tracking Label Mechanical Drawing for 128-pin FP and RF Packages Thermal Characteristics
Thermal Resistance for Single Package
Thermal Resistance for Twelve Packages Mounted on PCB
10
JTAG Boundary Scan
Boundary-Scan Architecture The TAP Controller
Test-Logic-Reset State
Run-Test/Idle State
Select-DR-Scan State
Capture-DR State
Shift-DR State
Exit1-DR State
Pause-DR State
Exit2-DR State
Update-DR State
Select-IR-Scan State
Capture-IR State
Shift-IR State
Exit1-IR State
Pause-IR State
Exit2-IR State
Update-IR State Test Data Register
Bypass Register
Boundary-Scan Register Instruction Register
Bypass Instruction
Sample/Preload Instruction
Extest Instruction VID_OE Boundary-Scan Cell
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137 137 138 138 139 142 142 144
147 149 150 150 150 150 150 150 150 150 150 150 150 151 151 151 151 151 151 151 151 153 154 154 154 155
iv
11
Formal Specification of Operations
Elements Bit Ordering of Elements Access Page Duplicate Page Precharge Bank Read Block Masked Write Block Unmasked Write Block Video Transfer Video Cycle Data Read Stateless Initial Data Write Stateless Normal Data Write Replace Dirty Tag OR Dirty Tag Write Plane Mask Register
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
157 158 159 159 160 160 160 161 161 162 162 163 164 164 165 165
12
Appendix A
Glossary
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
167
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0
Revision History
M
ITSUBISHI
ELECTRONIC DEVICE GROUP

Revision History

Rev. 1.03
3D-RAM (M5M410092B)

Rev. 0.95

First version of distributed databook

Rev. 0.96

Chapter 2
The “Total” entry in Table 2.2 on pp. 19
was corrected.
Entries in Table 2.6 on pp. 22 were cor-
rected.
Tracking label mnemonic on p. 22 was
corrected to show the speed grade “-12”.
Chapter 3
Entries in Table 3.5 on pp. 39-41were
corrected.
Entries in Table 3.5 on pp. 39-41were
corrected.
Note 1 was added to Table 3.13 on p. 57.
Description of RBC[8n+4] on p. 60 was
corrected.
Description of BLD2[29:28] on p. 65 was
corrected.
Description of PBC[29:28] on p. 66 was
corrected.
The mnemonic PBC on p. 66 was cor-
rected.
Note for the Color Depth Select register
on p. 71 was corrected.
Entries in Table 3.5 on pp. 39-41were
corrected.
Entries in Table 3.5 on pp. 39-41were
corrected.
Entries in Table 3.5 on pp. 39-41were
corrected.
Chapter 7
The speed grade “-13” was replaced by
the speed grade “-12” in Tables 7.4
through 7.9. Note that both the “-10” and “-12” speed grades now have the same values for Video Buffer timing parame­ters.
Chapter 8
All figure numbers and table numbers
were corrected.
The speed grade “-13” was replaced by
the speed grade “-12” in Tables 8.2 through 8.13. Note that both the “-10” and “-12” speed grades now have the same values for Video Buffer timing parameters.
Chapter 9
The mnemonic for the tracking label was
corrected to show the “-12” speed grade.
Table 9.43 on p. 157 now shows the cor-
rect values for the parameters L and I2.
Chapter 10
The paragraph Boundary-Scan Register
on p. 169 now shows both bits 1 and 0 of the PASS_IN pins.
Figure 10.4 on p. 170 now more correctly
reflects the scan chain described on p.
171.

Rev. 1.00

• Chapter 2
• Tracking label mnemonic on p. 22 was corrected to show the speed grade “­10A”.
• Chapter 3
• Wording of note on bit fields on p. 60 cor­rected to clarify meaning.
• Chapter 5
• Tables 5.2 on p. 88, 5.4 on p. 90, 5.6 on p. 92, 5.8 on p. 94, 5.10 on p. 96, and 5.12 on p. 98 deleted.
Revision History
0
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ELECTRONIC DEVICE GROUP
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Rev. 1.03

3D-RAM (M5M410092B)
Revision History
0
• Chapter 7
• The speed grade “-10A” was added to all tables.
• Entries in Table 7.4 on pp. 117 and 118, Table 7.5 on p. 119, Table 7.6 on p. 120, and Table 77 on p. 121 were corrected.
• Chapter 8
• The speed grade “-10A” was added to all tables.
• Entries in Table 8.3 on p. 131, Table 8.5 on p. 135, Table 8.6 on p. 135, Table 8.7 on p. 137, and Table 8.0 on p. 140 were corrected.
• Chapter 9
• Tracking label mnemonic on p. 22 was corrected to show the speed grade “­10A”.

Rev. 1.02

• Chapter 2
• Tracking label and pinout diagrams are updated to reflect the new 5-character manufacturing code.
• Chapter 3
• The stateless mode of the Color Depth Select register in Table 3.14 is corrected.
• Description of prohibited Write Control Register operation sequence is added.
• Chapter 4
• Description of prohibited Video Transfer operation sequence is added.
• Chapter 7
• The value of I rected to reflect the improvement of VID_CLK cycle time from 14.0 ns down to 12.0 ns.
• Minor editorial corrections in Table 7.4 are done; no parameter values are changed.
• Chapter 8
• Minor editorial corrections in Table 8.3 are done; no parameter values are changed.
• Chapter 9
• Tracking label and pinout diagrams are updated to reflect the new 5-character manufacturing code.
in Table 7.3 is cor-
cc<VID>
Rev. 1.03
• Table of contents is added
• Chapter 3
• Figure 3.28 and the corresponding para­graph are corrected.
• Chapter 4
• Figure 4.6 and the corresponding para­graph are corrected
• Chapter 9
• The thermal resistance values in Tables
9.2 and 9.3 are updated.
viii
1
Overview of 3D-RAM and Its Functional Blocks
s
M
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3D-RAM (M5M410092B)
Rev. 1.03
Overview of 3D-RAM and Its Functional Blocks
Introduction
One of the traditional bottlenecks of 3D graphics hardware has been the rate at which pixels can be rendered into a frame buffer using conventional DRAM or VRAM. The 3D-RAM emerged from a complete rethinking of frame buffer technology and produces an order of magnitude increase in rendering performance. The essence of the 3D-RAM architecture is: (1) an optimized array architecture that minimizes the average memory cycle time when rendering and (2) a selective on-chip logic that converts the interface with the rendering controller from a read-modified-write mode to a write-mostly mode. In addition to the performance boost, the new architecture also significantly reduces the system chip count. In 1994 Mitsubishi pioneered the introduction of the first member of the 3D-RAM family of products. This databook specifies all the features and operations of the third generation product of the 3D-RAM family to further elevate the performance of the 3D-RAM based 3D graphics systems. All references to 3D-RAM means the product M5M410092B, unless otherwise specifically designated.
The factors responsible for the dramatic overall performance improvement include:
• Flexible dual Video Buffer supporting 85-Hz CRT refresh
Write Mostly Interface
• On-chip ALU
• Four ROP units supporting 16 raster operations on byte data
• Four Blend units blending the old pixel value with new information
• On-chip hardware acceleration for all OpenGL blending modes
• On-chip hardware acceleration for all OpenGL stencil modes
• One 32-bit Match Comparator and one 32-bit Magnitude Comparator
• Concurrent operations of DRAM, Pixel Buffer, ALU and Video Buffer
• 32-bit synchronous high-bandwidth data bus interface with rendering controller
• Blending operations in both (8, 8, 8, 8) and (4, 4, 4, 4) color modes
• One additional PASS_IN pin for flexible bit plane organization
(NEW)
(NEW)
(NEW)
Frame Buffer Design Example
Overview of 3D-RAM and Its Functional Block
1
New Memory Architecture
• 10-Mbits DRAM array supporting 1280 x 1024 x 8 frame buffer
• Four independent, interleaved DRAM banks
• 2048-bit SRAM Pixel Buffer as the cache between DRAM and ALU
• Built-in tile-oriented memory addressing for rendering and scan line-oriented memory addressing for video refresh
• 256-bit global bus connecting DRAM banks and Pixel Buffer
Figure 1.1 is a simple frame buffer design example showing a 1280 x 1024 x 32 single buffered configuration. The rendering controller writes pixel data across the 128-bit bus to the four 3D-RAMs. The controller commands most of the 3D-RAM operations, including ALU functions, Pixel Buffer addressing, and DRAM operations. The controller can also command video display by setting up the RAMDAC and requesting video transfers from 3D-RAMs.
With the 128-bit pixel data bus shown in Figure 1.1, four pixels can be moved across the bus in one cycle. There are two ways to organize the 3D-RAMs: (1) Each 3D-RAM holds one of the
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Rev. 1.03
3D-RAM (M5M410092B)
8-bit color components—R, G, B, or a—for all 1280 x 1024 pixels; (2) Each 3D-RAM holds all 32 bits of a pixel value for 320 x 1024 pixels, allowing fast scrolling in the vertical direction and interleaving four 3D-RAMs in the horizontal direction.
If the width of the data bus from the rendering
System Interface
Address & Control
Rendering Controller
Overview of 3D-RAM and Its Functional Blocks
1
3D-RAM 3D-RAM 3D-RAM
3D-RAM
controller to 3D-RAM is reduced to 64 bits, then two pixels are transferred in one cycle. Similarly, a 32-bit data bus can transfer only one pixel at a time.
Chapter 6 provides more examples of frame buffer organizations using 3D-RAMs, such as 1280 x 1024 x 8, 320 x 1024 x 32, etc.
Pixel Data
3232 32 32
Monitor
Video Control
Video Data Video Data Video Data Video Data
Figure 1.1 1280 x 1024 x 32 frame buffer consisting of four 3D-RAMs, shown together with a rendering control-
ler and a RAMDAC
2
16 16 16 16
RAMDAC
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Simplified 3D-RAM Block Diagram
The 3D-RAM block diagram is shown in Figure 1.2. The DRAM array is partitioned into four independent banks of 2.5 Mbits each. Together, these four banks can support a screen resolution of 1280 x 1024 x 8. The independent banks can be interleaved to facilitate almost uninterrupted frame buffer update and, at the same time, can transfer pixel data to the dual Video Buffer for screen refresh. Data from the
DRAM Bank
A
(2.5 Mbits)
640
Video Buffer I Video Buffer II
256
Rev. 1.03
3D-RAM (M5M410092B)
DRAM banks is transferred over the 256-bit Global Bus to the triple-ported Pixel Buffer. The Pixel Buffer consists of eight blocks, each of which is 256 bits and is updated in a single transfer on the Global Bus. Hence, the memory size of the Pixel Buffer is 2 Kbits. The ALU uses two of the Pixel Buffer ports to read and write data in the same clock cycle. Each Video Buffer is 80 x 8 bits and is loaded in a single DRAM operation. One Video Buffer can be loaded while the other is sending out video data.
DRAM Bank
B
(2.5 Mbits)
640
16
Video Data
Overview of 3D-RAM and Its Functional Block
1
640
DRAM Bank
C
(2.5 Mbits)
Global Bus
DRAM Bank
(2.5 Mbits)
640
D
32
Pixel Buffer
(2 Kbits)
Figure 1.2 Simplified 3D-RAM block diagram
32
ALU
32
Pixel Data
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3D-RAM Functional Blocks
The 3D-RAM has five major functional blocks in: DRAM banks, Video Buffers, Pixel Buffer, Global Bus, and Pixel ALU. The following sections provide a quick overview of each of these functional blocks. Chapter 3 describes details of the Pixel ALU operations, Chapter 4 presents specifics of the DRAM operations, and Chapter 5 provides examples of parallelism between the Pixel ALU operations and the DRAM operations. Now, to give readers a better grasp of these functional blocks, we first describe the memory units on which these functional blocks operate.
Block, Page, and Page Group
A word has 32 bits and is the unit of data
Overview of 3D-RAM and Its Functional Blocks
operations within the Pixel ALU and between the Pixel ALU and Pixel Buffer. When the Pixel ALU
1
accesses the Pixel Buffer, not only a block address needs to be specified but also a word has to be identified. Since there are eight blocks in the Pixel Buffer and eight words in a block, the upper three bits of the input pins PALU_A designate the block, and the lower three bits select the word. The data in a word is directly mapped to PALU_DQ 0 of the word is mapped to PALU_DQ0, bit 1 to PALU_DQ1, and so on.
Although an ALU write operation operates on one word at a time, each of the four bytes in a word may be individually masked. The mapping is also direct and linear: byte 0 is PALU_DQ PALU_DQ 3 PALU_DQ
A block has 256 bits and is the unit of memory operations between a DRAM bank and the Pixel Buffer over the Global Bus. The input pins DRAM_A selects a block from the Pixel Buffer and a block from a page of a DRAM bank. The DRAM operations on block data are Unmasked Write
in corresponding order. That is, bit
[31:0]
byte 2 PALU_DQ
[15:8],
[31:24]
.
[23:16]
, byte 1
[7:0]
, and byte
Block (UWB), Masked Write Block (MWB), and Read Block (RDB). These operations are described in detail on page 44, “Description of DRAM Operations.”
A page in a DRAM bank is organized into 10 x 4 blocks. Since a block has 256 bits, a page has 10,240 bits. There are four DRAM banks in a 3D-RAM chip, the pages of the same page address from all four DRAM banks compose a page group. Therefore, a page group has 20 x 8 blocks.
Note in Figure 1.3, the block and page are purposely drawn as rectangular shapes. The user may relate these to a tiled frame buffer memory organization. For example, if the display resolution is 1280 x 1024 x 8, then a (32-bit) word contains four pixels. Since a block may be viewed as having 2 x 4 words, it contains 8 x 4 pixels. A page is organized into 10 x 4 blocks, so it contains 80 x 16 pixels, and a page group holds 160 x 32 pixels. Finally, a screen is composed of 8 x 32 page groups. The advantage of such a frame buffer memory organization is the minimization of page miss penalty. 3D objects frequently occupy portions of multiple scan lines. Since in this case a page contains 80 x 16 pixels instead of 10,240 x 1 pixels, page miss is reduced. When an object extends beyond a page boundary, bank interleaving allows hidden precharge and uninterrupted memory access. Details of the various frame buffer memory organizations using 3D-RAMs are discussed in Chapter 6.
On the other hand, to support screen refresh, the Video Buffer must output pixel data one scan line at a time. The internal organization of a page also allows data to be transferred from a page to the Video Buffer, one of the sixteen scan lines of 80 bytes long each at a time. See the section “Video Buffers” on page 7 for a summary and the section “Video Transfer (VDX)” on page 46 for full details.
4
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256
Pixel Buffer
0
12345
0 2
4 67
Block 0
67
1 3 5
Global Bus
4
block
3D-RAM (M5M410092B)
256
00 04 08 0C 10 14 18 1C 20 24 01 05 09 0D 11 15 19 1D 21 25 02 06 0A 0E 12 16 1A 1E 22 26 03 07 0B 0F 13 17 1B 1F 23 27
10 blocks
A Page in a DRAM Bank
DRAM_A
012345678
Selecting a block in the height direction from a DRAM page
Selecting a block in the width direction from a DRAM page
Selecting one of eight blocks in the Pixel Buffer
[8:0]
Rev. 1.03
Overview of 3D-RAM and Its Functional Block
1
012345
PALU_A
7:0 15:8 23:16 31:24
Word 0 in Block 0
Selecting one of eight blocks from the Pixel Buffer
Figure 1.3 Relations and addressing scheme of blocks and words in the Pixel Buffer and in the DRAM page
Selecting one of eight words from the selected block
5
[5..0]
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Rev. 1.03
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DRAM Banks and Basic DRAM Operations
The 3D-RAM contains four independent DRAM banks which can be interleaved to facilitate hidden precharge or access in one bank while screen refresh is being performed in another bank. Each DRAM bank has 256 pages with 10,240 bits per page for a total storage of 2,621,440 bits. An additional 257th page can be accessed for special functions or used to hold off-screen data. A row decoder takes 9-bit page address signals to generate 257 word lines, one for each page. The word lines select which page is connected to the sense amplifiers. The sense amplifiers read and write the page selected by the row decoder. Because the sense amplifiers retain data after the read/write operations, they function like a direct-
Overview of 3D-RAM and Its Functional Blocks
mapped level-two pixel cache. (The Pixel Buffer, which is discussed on page 7, functions as a
1
level-one pixel cache in a frame buffer with 3D-RAMs.)
During an Access Page (ACP) operation, the row decoder selects a page by activating its word line. Activating the word line of a particular page transfers the bit charges of that page to the sense amplifiers. The sense amplifiers amplify the charges. After the sensing and amplification are completed, the sense amplifiers are ready to interface the Global Bus or Video Buffer. In a way, ACP may be viewed as a “write cache” operation
on the sense amplifiers as a level-two pixel cache. Because the activated word line remains connected to the sense amplifiers after the ACP operation until the subsequent Precharge Bank operation, when a block of the sense amplifiers is updated by a block write operation (UMB or MWB), the corresponding block in the DRAM array is also updated. Therefore, the sense amplifiers function as a “write-through” cache, and no write back to the DRAM array is necessary. Alternatively, the data in the sense amplifiers can be written to any page in the same bank at this time, simply by selecting a word line without first equalizing the sense amplifiers. This function is called Duplicate Page (DUP). A typical application of this function is copying from the 257th page to one of the 256 normal pages—all 10,240 bits at a time—for fast area fill.
When the sense amplifiers in a DRAM bank completes the read/write operations with the Global Bus or Video Buffer, a Precharge Bank (PRE) operation usually follows. A Precharge Bank cycle simply deactivates the selected word line corresponding to the current page and equalizes the sense amplifiers. The PRE operation may be viewed as the close of a page access or as the preparation for the subsequent page access. The DRAM bank must be precharged prior to accessing a new page.
10,240 bits/page
Row
Decoder
Latch
DRAM array
257 pages
Sense amplifiers
Figure 1.4 DRAM bank consisting of row decoder, address latch, DRAM array, and sense amplifiers
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Pixel Buffer
The Pixel Buffer is a 2048-bit SRAM organized into eight 256-bit blocks, as seen in Figure 1.3, and functions as a level-one write-back pixel cache. It has a 256-bit read/write port, a 32-bit read port, and a 32-bit write port. Referring to Figure 1.6, the 256-bit read/write port is connected to the Global Bus via a Write Buffer, and the two 32-bit ports are connected to the Pixel ALU and the pixel data pins. All three ports can be used simultaneously as long as the same memory cell is not accessed. If the two 32-bit ports access the same cell, the write operation will be successful but the read data will be undefined.
A 1-bit Dirty Tag bit is assigned to each byte data in the Pixel Buffer. Therefore, each block in the Pixel Buffer is associated with a 32-bit Dirty Tag in the dual-port Dirty Tag RAM. When a block is transferred from the sense amplifiers to the Pixel Buffer through the 256-bit port, the corresponding 32-bit Dirty Tag is cleared. When a block is
A DRAM Page
80 bytes
0 1 2
640
14 15
•••
16
16 bytes
Video Buffer (40 x 16 bits)
transferred from the Pixel Buffer to a DRAM bank, the Dirty Tag determines which bytes are actually written. This feature can save as much as 50% of the power consumed by a 256-bit block write operation without the Dirty Tag.
The cache set associativity is determined external to the 3D-RAM, thereby permitting optimal cache design tailored to the particular graphics system.
Video Buffers
Each video buffer receives 640-bit data at a time from one of the two DRAM banks connected to it. (The reader is reminded of the 3D-RAM block diagram in Figure 1.2.) sixteen bits of data are shifted out onto the video data pins every video clock cycle at 14-ns rate. It takes 40 video clocks to shift all data out of a video buffer. The video counter counts modulo 40 and toggles the buffer select line when the count wraps around to 0. These two video buffers can be alternated to provide a seamless stream of video data.
01
2345678
Ignored
Other functions
Video Data Out
DRAM_A
Selecting one of the sixteen 80-byte scan lines from the page
[8..0]
Overview of 3D-RAM and Its Functional Blocks
1
Figure 1.5 Video transfer from a DRAM page to the Video Buffer
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Global Bus
The Global Bus connects the Pixel Buffer to the sense amplifiers of all four DRAM banks. The Global Bus consists of 256 data lines. Referring to Figure 1.6, during a transfer from the Pixel Buffer to DRAM, the 256 bits are conditionally written depending on the 32-bit Dirty Tag and the 32-bit Plane Mask. When a data block is transferred from the Pixel Buffer to the sense amplifiers, the Dirty Tag and Plane Mask control which bits of the sense amplifiers are changed via the Write Buffer.
Global Bus Write Block Enable (Pixel Buffer to DRAM)
Overview of 3D-RAM and Its Functional Blocks
1
0000
32
H
Write Enable
Logic
Note that all read/write operations are viewed from the perspective of the rendering controller. In other words, a read operation across the Global Bus always means a read by the Pixel ALU; that is, data is transferred from a DRAM bank into the Pixel Buffer. Similarly, a write operation across the Global Bus means data is updated from the Pixel Buffer to a DRAM bank. This is also specifically noted in Figure 1.6 by the signals Global Bus Write Block Enable and Global Bus Read Block Enable.
to DRAM Sense Amps
Global Bus
Write Buffer Enable
256
256
Global Bus Read Block Enable (DRAM to Pixel Buffer)
32
Dirty Tag RAM
8 blocks x 32 bits
32
from Pixel ALU
Figure 1.6 Tri-port Pixel Buffer, Global Bus and dual-port Dirty Tag RAM
3
3
32
32-bit Plane Mask
256
read/write port
Pixel Buffer
8 blocks x 256 bits
write port
32
from Pixel ALU
read port
32
to Pixel ALU
Block Address
3
from DRAM_A
3
Block Address from PALU_A
3
Word Address from PALU_A
[8:6]
[5:3]
[2:0]
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Pixel ALU Basics
The Pixel ALU consists of four 8-bit ROP/Blend units, which may be independently programed to perform either a raster operation or a blending function, one 32-bit Match Compare unit, and one 32-bit Magnitude Compare unit. The two Compare units are also commonly referred to as the Dual Compare units. The motivation for including the Pixel ALU on chip is to convert the interface from a read-modify-write interface to a write-mostly interface. This logic integration with memory arrays greatly improves rendering throughput by avoiding time consuming reads and direction changes on the data bus.
PALU_DX PALU_DQ
Constant Register
36 32
[3:0]
[31:0]
ALU Read Port
36
Input Data, byte 3 and byte 0 plus ext. bits
Constant Data, bit 0 of extension bits plus byte 0
Pixel Buffer
Old Data, byte 0
The ROP/Blend units and the Dual Compare units are highly pipelined. Page 11 contains a brief discussion of the ALU pipeline. The output of a ROP/Blend unit is conditionally written to the Pixel Buffer, depending on the comparison results from the on-chip Dual Compare units and from the Dual Compare units of the preceding 3D-RAM chips. For example, for a 1280 x 1024 x 32 double­buffered graphics system with 32-bit Z buffer, there are effectively 96 bits per pixel. In this case, eight 3D-RAMs are used as color chips and four as Z chips. The Pixel ALUs of the Z chips perform magnitude comparisons and feed the comparison results via their PASS_OUT pins to the
PASS_OUT
ALU Write Port
PASS_IN
8
18
ROP/
Blend
9
Unit 0
32
8
Overview of 3D-RAM and Its Functional Blocks
1
Old Data, byte 1
Input Data, byte 3 and byte 1 plus ext. bits
Constant Data, bit 1 of extension bits plus byte 1
Old Data, byte 2
Input Data, byte 3 and byte 2 plus ext. bits
Constant Data, bit 2 of extension bits plus byte 2
Old Data, byte 3
Input Data, byte 3 plus ext. bit
Constant Data, bit 3 of extension bits plus byte 3
Old Data
Input Data
Constant Data
Figure 1.7 Pixel ALU (Pipeline stages are not shown.)
9
8
18
9
8
18
9
8 9
9
32 32 32
ROP/ Blend Unit 1
ROP/ Blend Unit 2
ROP/ Blend Unit 3
Dual
Compare
Unit
8
8
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corresponding color chips. It is important to note that due to the pipelining, the color chips do not wait for the magnitude comparison results from the Z chips; rather, the results of the ROP/ blending operations and comparison operations on the color chips, and the results of the magnitude comparison on the Z chips all are presented to the Pixel Buffer of the color chips in the same clock cycle. In this sense, the rendering controller can accomplish a pixel blending operation with Z compare and window ID compare all in a single clock cycle. Furthermore, because of the pipelining and the tri-ported architecture of the Pixel Buffer, the read and write operations may be performed on the Pixel Buffer of the 3D-RAM during the same clock cycle.
ROP/Blend Units
Overview of 3D-RAM and Its Functional Blocks
The ROP/Blend units can be configured as either
1
a ROP unit or a Blend unit by setting a register bit. Each ROP unit can perform all 16 standard ROP functions. These functions are listed in Chapter 3. One of the operands of the ROP functions is the old data from the Pixel Buffer, and the other operand may be either the data from the primary I/ O pins or the data from an internal register (called the Constant register). For the blending operation, the general equation is as follows:
Write data to Pixel Buffer = New Term + (Old Data x Old Fraction) = (New Data x New Fraction) +
(Old Data x Old Fraction)
The 3D-RAM Blend units accomplish what is called destination blending in a single MCLK cycle, that is, the addition and the second multiplication in the above equation. In this case, the rendering controller must perform the multiplication of New Data with New Fraction (i.e., the source blending) and present the result as the New Term to 3D-RAM. In addition, 3D-RAM can also accomplish the full blending by taking two MCLK cycles, with a loop back mechanism.
Dual Compare Unit
Physically, the Dual Compare units consist of one 32-bit Match Compare unit and one 32-bit Magnitude Compare unit. Both Match Compare and Magnitude Compare are done in parallel. One of the sources is always the old data from the Pixel Buffer. The other source is independently selectable between the data from the PALU_DQ pins and the data from the Constant source register. There are also two mask registers, namely Match Mask and Magnitude Mask, that define which bits of the 32-bit words will be compared and which will be “don’t care.”
One application of the Match Compare unit is Window ID comparison, and the Magnitude Compare unit is typically used in the depth comparison of a Z-buffer algorithm for hidden surface removal. When these Compare units are used together, the system can achieve hidden surface removal for only a specific window on the display in one cycle. Furthermore, since the data to be written into the Pixel Buffer always comes through the ROP/Blend units, a system with 3D-RAM can achieve a pixel update with a raster or blending operation specifically on only the new objects in the selected window that are closer to the viewer than the existing objects in the frame buffer.
The results of both Match Compare and Magnitude Compare operations are logically ANDed together to generate the PASS_OUT pin. The PASS_IN signal (fed from another 3D-RAM chip) and the internally generated PASS_OUT signal are then logically ANDed together to produce a Write Enable signal to the Pixel Buffer. Thus, the PASS_IN and PASS_OUT pins offer hardware support for display resolutions where multiple 3D-RAM chips are required, such as in the cases of 1280x 1024 x 32 (single color buffer plus Z buffer) and 1280 x 1024 x 96 (double color buffer plus Z buffer).
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Pipelining
The 3D-RAM Pixel ALU pipeline is designed so that read and write operations can be performed with minimal delay. This is achieved by having all operations conform to a uniform 7-stage pipeline.
Figure 1.8 is an example that illustrates the efficiency afforded by the pipeline flow of Pixel ALU read/write operations. A pipeline stage begins with a rising edge of MCLK and ends before the next rising edge of MCLK. (In 3D-RAM, all references to MCLK are relative to the rising edge except for some boundary scan test operations.) For clarity, separate stage counts are provided for the first read and first write operations and are labeled as R1 through R4 and W1 through W7, respectively. The Read A operation is asserted for two cycles; Read A is first presented in Stage R1 and latched into the 3D-RAM by Clock 1 in Stage R2. Data A is piped out by Clock 2 in Stage R3 and becomes stable for sampling in Stage R4. Between Read B and WC (Write C), two single-cycle NOPs are inserted
to guarantee an idle cycle for the data bus to turn around. On the other hand, a read operation can immediately follow a write operation, as shown by Read G following WF. To allow maximum bandwidth for the rendering controller, a write operation may be started everything cycle. In this example, we start with the WC operation. The address and write instruction are presented in Stage W1 and latched into the 3D-RAM by Clock 7 in Stage W2; Data C and WD are presented in Stage W2 and latched into the 3D-RAM by Clock 8 in Stage W3. Then, after three cycles for internal processing, the valid PASS_OUT Pass C is piped out by Clock 11 in Stage W6. The actual updating of the Pixel Buffer takes place in Stage W7. Thus, n consecutive write operations take only 7 + n - 1 = n + 6 cycles to complete, including all internal activities. It is important to point out that the effective write cycle time from the perspective of the rendering controller interface is only n + 1 cycles for n consecutive write operations, as shown by WC through WF.
Overview of 3D-RAM and Its Functional Blocks
1
MCLK
PALU_A, PALU_OP,
PALU_BE, PALU_WE,
PALU_EN
PALU_DQ, PALU_DX
PASS_OUT
HIT
Figure 1.8 Example of Pixel Port read/write operations that satisfy the pipeline flow
R1 R2 R3 R4
10
23456
Read A WC
Read B WENOP WFWD Read G
A
B
11
7 8 9 10 11 12 13 14 15
Data
C
W1 W2 W3 W4 W5 W6 W7 W8
Data
D
DataEData
F
Pass
C
Pass
D
PassEPass
G
F
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ELECTRONIC DEVICE GROUP
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3D-RAM (M5M410092B)
The Picking Logic
From the user’s view point, a common experience of the picking function in 2D computer graphics may be using the mouse and the associated cursor to select an icon on the display screen, resulting in the selected icon highlighted in a different color. This is a basic function in interactive computer graphics, and 3D-RAM provides the Picking Logic and the HIT support this picking function for selection of objects in a 3D scene.
A picking function may involve redrawing the objects into the frame buffer and returning a list of objects that intersect with some predefined selection volume. When the user uses multiple 3D-RAMs in a frame buffer design to determine if a pixel data is successfully written by any Stateful
Overview of 3D-RAM and Its Functional Blocks
Write operation (see “Pixel Data Operations” on
1
page 40) during the redraw process, the comparison result on the PASS_OUT pin from each chip must be logically ANDed. If this logical operation is left to off-chip glue logic between the 3D-RAM frame buffer and the rendering controller, excessive delay is unavoidable in this critical timing path. If the rendering controller is to perform this logical operation, extra pins must be provided by both the 3D-RAM and the rendering
pin to
controller, while delay is still significant. The Picking Logic brings the glue logic on chip and provides an open-drain HIT
pin to interface with
the rendering controller. A block diagram of the Picking Logic is shown in
Figure 1.9. Initially, the Picking Logic should be enabled and the HIT flag should be cleared, which is done by writing to byte 3 of the Compare Control Register. The HIT
pin will be set to high (i.e., not driven low by 3D-RAM) after seven cycles (corresponding to the Pipeline Stage 8). In the figure below, this is indicated by the number 8 in the square box above the HIT
pin label. This design of the pipeline flow for the HIT flag and the HIT
pin prevents an incorrect HIT value from the Stateful Data Write operations before the Picking Logic is enabled. A sequence of Stateful Data Write operations may be issued immediately after the register writing. A low value on the HIT
pin means that at least one of the Stateful Data Writes passed the on-chip and off-chip comparison tests and the pixel data was written to the Pixel Buffer. If the HIT
pin is high, none of the Stateful Data Writes passed and no pixel is updated. See Figure 8.6, “Picking Logic Timing,” for an illustration of the operations described in this section.
Compare
Control
Register
Stateful_WE
PASS_IN
PASS_OUT
D25
D24
D27
D26
7
Figure 1.9 Block diagram of the Picking Logic
QD
0
QD
1
0
1
Pick Enable
QD
QD
HIT Flag
12
8
HIT
(open drain)
Set HIT Flag
M1040
2
Pin Descriptions and Pinouts
M
ITSUBISHI
ELECTRONIC DEVICE GROUP
Pin Descriptions and Pinouts
Rev. 1.03
3D-RAM (M5M410092B)
This chapter describes the 3D-RAM pins. Unless otherwise specified, all signals comply with the Low Voltage TTL (LVTTL) standard. The functional block diagram in Figure 2.1 shows all I/O signals on the external pins. The master clock MCLK synchronizes all operations of the Pixel ALU Control and DRAM Covntrol. The Video Control specifies the video interface. The Test Access Port is used for the JTAG (Joint Test Action Group) boundary scan. The following sections describe each signal in detail.
Common Pins
These signals are common to several sections of the 3D-RAM.
Table 3.1
Signal
Name

MCLK 1 I Master clock RESET Total 2

Common control signals
Pin

Count I/O Description

1 I Reset

RESET

The RESET nous signal used for power up and restart ini­tialization. During power-up, the RESET signal should be held low for at least 500µs after stable V supply can be stabilized. After the RESET signal goes high, nine idle cycles must elapse before the internal registers can be reset to default values. The power-up reset procedure is illustrated in Figure 8.1. When the RESET signal is asserted low during normal opera­tions, a restart reset sequence begins. The restart reset includes resetting registers in nine idle cycles and initializing DRAM array as in the power-up reset. The restart reset sequence is shown in Figure 8.3. In DRAM array initialization, the Access Page (ACP) operation should be performed on one page for every DRAM bank, followed by the Pre­charge Bank (PRE) operation for every bank. Figure 8.3 shows two approaches to initializ­ing the DRAM array.
pin is an active low asynchro-
DD, so that the internal power
Pin Descriptions and Pinouts
2

MCLK

The master clock MCLK is used for timing synchronization of internal circuitry. All exter­nal timing parameters, except video output operation and boundary scan, are specified with respect to the MCLK rising edge.
13
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3D-RAM (M5M410092B)
DRAM
Bank A
640
Video Buffer I
640
Pin Descriptions and Pinouts
2
DRAM
Bank C
Global Bus
SCAN_RST SCAN_TCK
SCAN_TMS
SCAN_TDI
Test
Access
Port
SCAN_TDO
SRAM
Pixel
Buffer
DRAM
Bank B
Video Buffer II
256
DRAM
Bank D
Video
Control
VID_CKE VID_QSF
VID_CLK
640
16
VID_OE
VID_Q
DRAM_EN
640
DRAM
Control
3 2 9
DRAM_OP DRAM_BS DRAM_A MCLK RESET
2
PALU_EN PALU_WE
3
Pixel
Control
32
4
ALU
32
32
6 4
2
PALU_OP PALU_A PALU_BE PASS_OUT PASS_IN
HIT
PALU_DX
PALU_DQ
Figure 2.1 3D-RAM functional block diagram with external pins
14
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ELECTRONIC DEVICE GROUP
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3D-RAM (M5M410092B)
Pixel ALU Interface
These signals control the Pixel ALU and Pixel Buffer.
Table 3.2 Pixel ALU control signals

Signal Name Pin Count I/O Description PALU_EN 2 I Enable Pixel ALU operation starting next cycle PALU_WE 1 I Pixel ALU write enable PALU_OP 3 I Pixel ALU opcode PALU_A 6 I Read/Write address PALU_BE 4 I Byte write or output enable PALU_DQ 32 I/O Data pins PALU_DX 4 I Data extension pins for blending PASS_OUT 1 O Compare output (special signal level, see Table 7.2)

Rev. 1.03

PASS_IN 2 I Compare input (special signal level, see Table 7.2) HIT Total 56

1 O Picking Logic flag output (open-drain, see Table 7.2)

PALU_EN

The PALU_EN a Pixel ALU operation. If either PALU_EN pin is “0”, then all other Pixel ALU pins are ignored.

PALU_WE

The PALU_WE indicates a write operation when high (“1”) and a read operation when low (“0”).

PALU_OP

The PALU_OP PALU_WE, specify the operation to be per­formed. See Table 3.4 for the Pixel ALU oper­ation encoding.

PALU_A

The PALU_A the specified operation.
[5:0]
[1:0]
[2:0]
pins must be “11” to start
[1:0]
pins, together with
[2:0]
pins provide an address for
[5:0]

PALU_BE

PALU_DQ

[3:0]
The PALU_BE write operations, including register writes and Dirty Tag writes. If PALU_WE is low “0”, indi­cating a read, the PALU_BE pins are per byte output enables. If PALU_WE is high “1”, indi­cating a write, the PALU_BE pins are per byte write enables. PALU_BE0 controls PALU_DQ PALU_DQ PALU_DQ PALU_DQ
Data is read from or written to the PALU_DQ[31:0] pins. The write address of Pixel Buffer may be input from PALU_DQ See “An Application of the Write Address Control Register” on page 62.
[7:0] [15:8] [23:16 [31:24]
[31:0]
[29:24]
pins apply to all read and
[3:0]
; PALU_BE1 controls
; PALU_BE2 controls
]; and PALU_BE3 controls
.
in some modes of operation.
Pin Descriptions and Pinouts
2
15
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3D-RAM (M5M410092B)
PALU_DX
Extra high-order bits of PALU_DQ data are provided by PALU_DX associated with PALU_DQ[ associated with PALU_DQ is for PALU_DQ PALU_DQ

PASS_OUT

The comparison result of the Dual Compare unit is output on the PASS_OUT pin. PASS_OUT is low (“0”) only when the Pixel ALU operation during the fifth stage of Pixel ALU pipeline is a Stateful Initial/Normal Data Write operation (see “Pixel Data Operations” on page 40) and when either match compari­son or magnitude comparison fails. Other­wise, PASS_OUT is high (“1”), indicating either the Pixel ALU operation is not a State-
Pin Descriptions and Pinouts
2
ful Initial/Normal Data Write or both compari­son tests passed during the Stateful Initial/ Normal Data Write.
PASS_IN
When the PASS_IN and the internal comparison test also passes (PASS_OUT is high (“1”)), data is written to the Pixel Buffer if the Pixel ALU operation is a Stateful Normal/Initial Data Write. Each of the PASS_IN[1:0] pins may be individually masked by the PASS_INs Select register bits 0 and 8, PINS[0, 8], respectively.
HIT
The HIT pin is an open-drain, active low out­put. This pin reflects the internal status of the HIT flag. See “Compare Control Register (CCR description.
[3:0]
[3:0]
; and PALU_DX3 is for
[23:16]
.
[31:24]
[1:0]
pins are high (“11”)
[1:0]
)” on page 36 for a detailed
[31:0]
. PALU_DX0 is
; PALU_DX1 is
7:0]
; PALU_DX2
[15:8]
DRAM Control
These signals command operations on the four DRAM banks, Global Bus and Video Buffer.
Table 3.3 DRAM control signals
Signal
Name

DRAM_EN 1 I Enable DRAM

DRAM_OP 3 I DRAM opcode DRAM_BS 2 I DRAM bank

DRAM_A 9 I Address for

Total 15

DRAM_EN

When DRAM_EN is high (“1”) at the rising edge of MCLK, a DRAM operation is initiated at the next clock cycle. Only the selected DRAM bank is enabled.

DRAM_OP

The DRAM Opcode DRAM_OP the DRAM operation. See Table 4.1 for the DRAM operation encoding.

DRAM_BS

DRAM_BS four banks. The selection codes are: “00” for Bank A, “01” for Bank B, “10” for Bank C, and “11” for Bank D.
Pin

Count I/O Description

operation at next cycle
select
page, block, and video line
[2:0]
[1:0]
is used to select one out of
[1:0]
specifies
[2:0]
16
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