Serial Multiplier Vhdl Code Examples
An FPGA sprite graphics accelerator with a 1. MHz STM3. 2F4. 29 controller and 6. LCDAn FPGA sprite graphics accelerator with a 1. MHz STM3. 2F4. 29 controller and 6. LCD. Posted on Jun 1, 2. A very warm welcome to my most ambitious project to date. Using this site ARM Forums and knowledge articles Most popular knowledge articles Frequently asked questions How do I navigate the site Express Helpline Get answer of your question fast from real experts. In this project Im going to attempt to design and build a sprite based graphics accelerator that will function as a co processor to an MCU. Using cheap off the shelf components Im hoping to achieve a level of gaming performance that compares well to popular commercial hand held gaming consoles. Im hoping that Ill learn a few new tricks along the way, and, if the ideas currently zinging around inside my head all land the right way up and in the right order then I should be able to write a demo or two, maybe even a small game as a proof of concept. Naturally this project will be entirely open source so if you feel the need to copy, extend or just kick some tires then youll be doing so with my blessing. Interested I hope you are. So sit back and grab a beverage because this may take some time. System design. I decided up front that this would be a sprite based 2. D graphics accelerator. Sprites are graphical objects that the developer can place at arbitrary locations on the screen. They can overlap each other in a predictable Z order and can have areas of transparency so that they may be non rectangular. A frame from a game is assembled from a collection of sprites, some of which will represent the players environment, some will represent the player and other game actors and still others will represent transients such as explosions and other effects. Sprites are the only graphics on the display and each frame is assembled independently by placing each sprite at its configured position in the z order. This means that additional hardware such as bit blitters are not required and moving a large sprite around costs the same as moving a small sprite. Radical changes between frames are as cheap as no changes at all. All the cellphone LCDs that Ive seen have a default refresh rate of approximately 6. I decided on a target of 3. This means that I can spend 16. LCD. This technique is known as double buffering and, together with careful timing of the refreshing of the display data is the primary method by which we avoid tearing. The LCD retrieves data from its internal memory from top to bottom, left to right. If we happen to be updating an area of the screen at the same time as the LCD is retrieving data from it to push to the panel then well see an ugly effect called tearing where the image on the display consists partly of the previous and next frames. This effect can be seen in some PC games where an option is provided to disable vsync allowing players to achieve a higher display refresh rate at the expense of image consistency. No more missed important software updates UpdateStar 11 lets you stay up to date and secure with the software on your computer. Luckily the LCD provides a signal that they often call Tearing Effect TE. TE goes active during a part of the display known as the vertical blanking period which is a few lines at the top and bottom of the panel that you cant see. To achieve a flicker free display we need to start refreshing data when TE goes active and we must move at least as fast as the display refresh so that it doesnt catch us up before all the data has been uploaded. Tc89Lr-iAw/hqdefault.jpg' alt='Serial Multiplier Vhdl Code Examples' title='Serial Multiplier Vhdl Code Examples' />The timing here is a critical part of the design. The LCD controller must offer a write speed that allows a complete frame to be written in less time than the display refresh rate and our graphics accelerator must be able to write data out at that speed. Click for larger. The screenshot shows the TE signal from the LCD used in this project captured using my Ant. High level components. Its not possible to do all of this using an unassisted MCU with CPU power alone. We need to offload the heavy lifting involved with moving all those graphics around to a co processor and as you can tell from the title of this article Ive elected to use an FPGA to do that. Why an FPGA The core of this graphics accelerator involves interacting with external components at high frequencies and with nanosecond level timing margins. TDg.png' alt='Serial Multiplier Vhdl Code Examples' title='Serial Multiplier Vhdl Code Examples' />The amount of combinatorial logic involved is fairly low and so an FPGA is the obvious choice. The FPGA will not be the only processor on this board. Games need a controller, and it needs to be a pretty decent one if we want to be able to perform game engine computations in the fixed period available to us between frames. Ive elected to include the MCU on board instead of just breaking out the FPGA interface to a pin header because parallel buses and high signal frequencies will not play well with flying interconnect wires. Games need graphics, lots of graphics. To deal with that Im going to provide an SD card slot that the controller can use to access graphics and other data authored on a computer. The FPGA isnt going to be talking to the SD card because SDIO does not offer a predictable, constant sustained transfer rate so Ill provide a high capacity flash memory IC that the FPGA can use to read the graphics at high speed. Designing a softcore using the Zilog Z8 Encore a. Z8 to learn more about VHDL VHSIC hardware description language, FPGAs fieldprogrammable gate arrays. Vol. 7, No. 3, May, 2004. Mathematical and Natural Sciences. Study on Bilinear Scheme and Application to Threedimensional Convective Equation Itaru Hataue and Yosuke. Hi, anyone has CAN interview question related docs or website. Please post it. Next week I have 23 interviews related to automotive. Home Adam smith capital asset depreciation durable economics s nonrenewable resource physical capital production service stock. IMAGE PROCESSING. VHDL 5 WEB TECHNOLOGIES. Minimization of Boolean FunctionsDesign examples of. Delays, Stack and Subroutines, Code. In electronics engineering and computer engineering, microarchitecture, also called computer organization and sometimes abbreviated as arch or uarch, is the way a. International Journal of Engineering Research and Applications IJERA is an open access online peer reviewed international journal that publishes research. The FPGA needs a RAM buffer to render its frames to. FPGAs do come with some different types of very fast RAM on board but its nowhere near large enough for a frame buffer so well need to add a chunk of our own. Asynchronous Static RAM SRAM offers the simplest interface and the possibility of high sequential throughput so well use it in preference to SDRAM. The other option, SDRAM, is cheaper and offers densities far in excess of what we need but the controller is much more complex and does not deliver a benefit in this design. Of course we also need an LCD to display the actual image and Im going to choose the highest resolution device that I can possibly get away with given the space and time constraints imposed by the other resources. As a final touch Ill throw in an EEPROM to allow a relatively small amount of data to be persisted while the powers off. High score tables are an example of such data. Now lets look at a block diagram that illustrates what Ive just talked myself into. Component selection. Now that the basic system design has been decided, its time to choose the actual components that will be used on this board. The LCDThe 3. 2 Sony Vivaz LCDJust like in my previous project, the halogen reflow oven, Ive selected the 6. LCD from the Sony Vivaz U5 cellphone. You can read all about my initial reverse engineering effort for this display in this article. This display ticks all the important boxes for this project. Good quality replacement parts are cheaply available on ebay, Ive worked with it before and I know its reliable, and the timings and resolution fit perfectly. Ill be driving the display in 1. RGB mode which means I need 2 bytes per pixel. That means the frame buffer is going to have to be at least a 4 megabit SRAM part. If the resolution were any higher then it would push me into an expensive 8 megabit part and in all likelihood the timing would be too tight to achieve in the selected FPGA, again pushing up the cost and complexity into undesirable territory. Altera Quartus License Generator here. The latch. This is a small part with a critical task. If Im going to squeeze my design into the limit of 6. FPGA user IOs then I need to take steps to reduce the pin count wherever I can. The 8 bit latch will be used to reduce the pins required by the LCD data bus from 1. ALE signal. The performance of the latch is critical to the success of the design. My timing constraints are such that the ALE line will be high for only 1.