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Interfacing Display With MPU: Without Peripheral Controller

This document discusses interfacing displays with a microprocessor unit (MPU) without using a peripheral controller. It begins by outlining different types of displays like 7-segment LED displays, character displays, and graphics monitors. It then discusses generic models of how data is transferred from memory to a display decoder and displayed. Specific interfacing techniques are described for 7-segment LED displays using multiplexing. Characteristics of monitors like refresh rates are also covered. The document concludes by discussing the migration from character to graphics displays and an overview of graphics systems and cards.

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0% found this document useful (0 votes)
93 views32 pages

Interfacing Display With MPU: Without Peripheral Controller

This document discusses interfacing displays with a microprocessor unit (MPU) without using a peripheral controller. It begins by outlining different types of displays like 7-segment LED displays, character displays, and graphics monitors. It then discusses generic models of how data is transferred from memory to a display decoder and displayed. Specific interfacing techniques are described for 7-segment LED displays using multiplexing. Characteristics of monitors like refresh rates are also covered. The document concludes by discussing the migration from character to graphics displays and an overview of graphics systems and cards.

Uploaded by

Gaurav Sharma
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Interfacing Display with MPU

without Peripheral Controller


Dr A Sahu
Dept of Computer Science &
Engineering
IIT Guwahati

Outline
Peripheral communications
Display
LED Display
Decoder
Generic model
Interfacing

Character Display Monitor


Decoder
Generic Model

Graphics monitor
Why graphics? Vector Vs Raster

Keyboard type and Interfaces

Introduction
Process
or

R
A
M

Peripherals : HD monitor, 5.1 speaker


Interfaces : Intermediate
Hardware
Nvidia GPU card, Creative Sound
Blaster card

Transmission controller
Transmission Controller:
MPU control, Device Control (DMA)

Type of IO mapping
Peripheral (IN/Out), Memory mapped IO (LD/ST,MV)

Format of communication
Synchronous (T & R sync with clock),
Asynchronous

Mode of Data Transfer


Parallel, Serial (UART)

Condition for data transfer


Uncond., Polling, Interrupt, Ready signal,
Handshake

Display

7 Seg
5x7

9 Seg
9x11

Dot Matrix Display


Panel

16 Seg

3x5 DotMatix

25x80 character
monitor

Generic Model (Data) of


Display

Data
ASCII/BCD

Decoder
Or
Memory

Time to Decode

Display
Monitor/L
EDs

Time to Display

7 Segment LED
Interfaces
Data to 7 Segment Decoder

5
5
v

a 1
0
b 1
1
f

g 1

LT

c 1
0
e 1

5V

RB
I
BI

d 1
RBO

Decoder

b
f
Common
Cathode

g
e
d

Multiple 7 Segment LED


Interfaces
Data to 7 Segment Decoder
Blank

Blank

a b c d e

f g

RBI

RBO

a b c d e

f g

RBI

RBO

a b c d e

f g

RBI

RBO

a b c d e

f g

RBI

RBO

5V a b c d e

RBI

f g
RBO

D C B A

D C B A

D C B A

D C B A

D C B A

0000

000
0

001
1

000
0

011
1

Multiplexed line and


Memory use

40 Bit data
line

2
01 34

Mod 5
Counter
Data 0
Data 1
Data 2
Data 3
Data 4

8 Bit data
line

Multiplexed line/Memory
used
7 Segment
Decoder

RAM

590

1:N Decoder
Counte
r

Interface LED Display


Using Delay
Write a program to display contents
of B,C,D and E register to LED display
Write to buffer memory to display to
7 Seg. LEDs
Use address FC H,FD H,FE H and FF H
to display

Interface Diagram
A7
A6
A5
A4
A3
A2

MPU

IO/
M RD
W
R

Ctr
C
S

A1
A0

Address
line

D7
D6
D5
D4
D3
D2
D1
D0

L
74LS37
E
3
Latches

WR R
D

LEDs
Buffer
Memory

Data
lines

7 Seg.
Decod
er

Monitor program
Interface program to Display content
of B,C,D and E after 1 Sec Delay
DIS:
MVI
A,B
OUT FCH
MVI
A,C
OUT FDH
MVI
A,D
OUT FEH
MVI
A,E
OUT FFH
CALL DELAY
JMP DIS;

;1sec delay

Multiplexed 25x80 Char


Ro
Col
CLK >
Display
w
Ctr
50Hzx25x80
Ctr

Ctr

0
1 2
0 79
C A T
1
2 F I R E

50Hzx25x80

4 .. 78

23
24

25x80 character
monitor

Decode
r
Or
ROM
Memory

Decode
d Bits

Generic Model of Char


Monitor
When
Ready

C=0
C
S

Stream
Buffer
Address
(r,c)

Address
line

Count
er

WR

Char
Frame
Buffer
Memory

Data
lines

Delay of Monitor is 1/50 Sec, After Every 50


Second it makes ready
From stream buffer it writes to Frame buffer after
getting command. (Flush stream command)

Speed of Display
LED is very high speed
You can write to LEDs at very high speed
Display meant for to see some thing (Is it good?)

30 Frames/Sec is more then enough for


human eye (>30 blink make human eye
Fixed)
No of blink > 30Hz
Human can not differentiate ON/OFF state, it will
be seen AS ON state

Video display make default 30-60 Frame/Sec


Monitor run at speed 30-60 Frame/Sec

Speed of Monitor and


Disk
Speed is fixed (60Frame/Sec)
for(i=0;i<10000;i++){
printf(HelloWorld);
}

$ a.out
$ a.out > outputfile
$ a.out > /dev/null

Migration from Char to


Graphics/Video
Char display (80x25 char,
5x7pixel=400x175)
CRT Monitor (400x600,
640x480,600x800)
LCD Monitor (1024x768,1280x1024,
)
Graphics visually more appealing
Display Line, Circle, Rectangle,
RED
Circle
ARROW
Curve, Polygon
Character using this primitives

Multiplexed 1024x768 pixel


Ro display
Col
CLK >
w
Ctr

0
1 2
0 1023
1
2

Ctr

1024x768x50Hz

4 ..

1024x768 Pixel
LCD

76
7

Frame
Buffer
R B G

8x3=24
Bits
Refresh screen 50
time a Sec

Frame Buffer (1 Bit


Pixel): Grey
Pixels in
Frame Buffer

1 Bit Per
Pixels

Pixels on
the
Screen

Graphical representation of 1
bit color

Frame Buffer (15 Bit


Pixel)
Pixels in
Frame Buffer
15 Bit Per Pixels
Pixels on
the
Screen

Graphical representation of 15
bit color

Frame Buffer (24 Bit


Pixel)
Pixels in
Frame Buffer
24 Bit Per Pixels
Pixels on
the
Screen

Graphical representation of 24
bit color

1bit, 8 bit & 16 bit color

1- bit color

8-bit color

16-bit
color

Graphics
Vector graphics:
Use geometrical primitives based
on mathematical equations, to
represent images in computer
graphics
Points, Lines, Curve, shapes or
Polygons

Raster Graphics:
Complementary to Vector
Graphics
Representation of images as an
array of pixels
photographic images

Vector graphics
Store the primitives in the FILE
Word, Photoshop, Xfig, GNUPlot, PS,
HTML Tag

Raster: Store the Pixel values in the


FILE
BMP, PNG, JPG

At runtime, process the primitive


and generate Pixel to raster the
screen (Display)
Who do this?
Software

Character Vs Font

Computer font formats: TrueType


Font
Where each letter is created from Bzier
curves
Units

Points with
Many varieties of font for a character
unit and curve
properties are
stored

Graphics Cards
GPU : specialized processor that
accelerates 3D or 2D graphics
primitives operations
Lots of Floating point operations
Accelerates Primitives
Line, circle, polygon, mesh, projection,
sphere,

Graphics System
3D
application
3D API
Commands
3D API:
OpenGL
CPU-GPU Boundary
DirectX/3D
GPU
Command
Pixel
Assembl
& Data
Location
ed
Vertex
Stream
Stream
Index Primitipolygon, Rastereisat
GPU
Raster
Stream
ve line
ion
Operati
Comma
Assem& points Interpolati
on
nd
blytransformed
on
Rastorized
Pretransfor
med
Vertices

Vertices

Programma
ble
Vertex
Processor

Pretransfor
med
Programma
Fragments

ble
Fragment
Processors

Pixel
Updates

Frame
Buffer
Transfor
med
Fragmen
ts

Graphics System
Vertices
(x,y,z)
Verte
x
Shad
der
Pixel
Shad
der

Memory
System

Vertex
Processi
ng
Pixel
Processi
ng

Texture
Memory

Pixel
R, G,B

Frame
Buffer

Keyboard

Reference
R S Gaonkar, Microprocessor Architecture, Unit II
preface, Chapter 14 and 17

Thanks

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