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GXM Datasheet(PDF) 166 Page - National Semiconductor (TI) |
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GXM Datasheet(HTML) 166 Page - National Semiconductor (TI) |
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166 / 244 page ![]() www.national.com 166 Revision 3.1 Virtual Subsystem Architecture (Continued) A VGA is made up of several functional units. •The frame buffer is 256 KB of memory that provides data for the video display. It is organized as 64 K 32-bit DWORDs. •The sequencer decomposes word and DWORD CPU accesses into byte operations for the graphics controller. It also controls a number of miscellaneous functions, including reset and some clocking controls. •The graphics controller provides most of the interface between CPU data and the frame buffer. It allows the programmer to read and write frame buffer data in different formats. Plus provides ROP (raster operation) and masking functions. •The CRT controller provides video timing signals and address generation for video refresh. It also provides a text cursor. •The attribute controller contains the video refresh datapath, including text rasterization and palette lookup. •The general registers provide status information for the programmer as well as control over VGA-host address mapping and clock selection. This is all handled in hardware by the graphics pipeline. It is important to understand that a VGA is constructed of numerous independent functions. Most of the register fields correspond to controls that were originally built out of discrete logic or were part of a dedicated controller such as the 6845. The notion of a VGA “mode” is a higher- level convention to denote a particular set of values for the registers. Many popular programs do not use standard modes, preferring instead to produce their own VGA set- ups that are optimal for their purposes. 5.1.1.1 VGA Memory Organization TheVGA memory is organizedas64K 32-bit DWORDs. This organization is usually presented as four 64 KB “planes”. A plane consists of one byte out of every DWORD. Thus, plane 0 refers to the least significant byte from every one of the 64 K DWORDs. The addressing granularity of this memory is a DWORD, not a byte; that is, consecutive addresses refer to consecutive DWORDs. The only provision for byte-granularity addressing is the four-byte enable signals used for writes. In C parlance, single_plane_byte = (dword_fb[address] >> (plane * 8)) & 0xFF; When dealing with VGA, it is important to recognize the distinction between host addresses, frame buffer addresses, and the refresh address pipe. A VGA control- ler contains lots of hardware to translate between these address spaces in different ways, and understanding these translations is critical to understanding the entire device. In standard four-plane graphics modes, a frame- buffer DWORD provides eight 4-bit pixels. The left-most pixel comes from bit 7 of each plane, with plane 3 provid- ing the most significant bit. pixel[i].bit[j] = dword_fb[address].bit[j*8 + (7-i)] 5.1.1.2 VGA Front End The VGA front end consists of address and data transla- tions between the CPU and the frame buffer. This func- tionality is contained within the graphics controller and sequencer components. Most of the front end functionality is implemented in the VGA read and write hardware of the GXm processor. An important axiom of the VGA is that the front end and back end are controlled independently. There are no register fields that control the behavior of both pieces. Terms like “VGA odd/even mode” are there- fore somewhat misleading; there are two different controls for odd/even functionality in the front end, and two sepa- rate controls in the refresh path to cause “sensible” refresh behavior for frame buffer contents written in odd/even mode. Normally, all these fields would be set up together, but they don’t have to be. This sort of orthogonal behavior gives rise to the enormous number of possible VGA “modes”. The CPU end of the read and write pipes is one byte wide. Word and DWORD accesses from the Table 5-1. Standard VGA Modes Category Mode Text or Graphics Resolution Format Type Software 0,1 Text 40x25 Characters CGA 2,3 Text 80x25 Characters CGA 4,5 Graphics 320x200 2 BPP CGA 6 Graphics 640x200 1 BPP CGA 7 Text 80x25 Characters MDA Hardware 0Dh Graphics 320x200 4 BPP EGA 0Eh Graphics 640x200 4 BPP EGA 0Fh Graphics 640x350 1 BPP EGA 10h Graphics 640x350 4 BPP EGA 11h Graphics 640x480 1 BPP VGA 12h Graphics 640x480 4 BPP VGA 13h Graphics 320x200 8 BPP VGA |
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