ngle_manual.txt revision 1.1
1$NetBSD: ngle_manual.txt,v 1.1 2025/12/25 11:41:09 macallan Exp $ 2 3The Unofficial NGLE Manual 4 5Preface 6This manual covers what I've been able to figure out about HP's NGLE family of 7graphics devices commonly used in HP PA-RISC workstations, namely HCRX24 and 8PCI Visualize EG. 9Since there is no official documentation available I used the NGLE code found in 10XFree86 3.3 as a starting point, with plenty of guesswork and experimentation. 11The xf86 code is somewhat obfuscated ( register names are random numbers, and 12few of the values written into them are explained ) and does not actually 13accelerate any graphics operations. It does however use the blitter to clear the 14framebuffer and attribute planes, show how to use a cursor sprite, colour LUTs 15and so on. 16None of this is endorsed, supported, or (likely) known to Hewlett-Packard. 17All register definitions are from 18https://cvsweb.netbsd.org/bsdweb.cgi/src/sys/dev/ic/nglereg.h 19kernel drivers for HCRX and PCI Visualize EG: 20https://cvsweb.netbsd.org/bsdweb.cgi/src/sys/arch/hppa/dev/hyperfb.c 21https://cvsweb.netbsd.org/bsdweb.cgi/src/sys/arch/hppa/dev/gftfb.c 22Xorg driver: 23https://cvsweb.netbsd.org/bsdweb.cgi/xsrc/external/mit/xf86-video-ngle/dist/src/ 24 251. Now how does this thing work 26All NGLE devices work in more or less the same way, with some differences in 27details and additional features. Every device occupies a 32MB range, half of 28which contains the STI ROM and registers, the other is for framebuffer access. 29The framebuffer aperture can map exactly one chunk video memory - things like 30front or back buffers, overlay, attribute planes, and a few unusual things, like 31colour maps and cursor sprite bitmaps. Read and write access can be controlled 32independently, and all settings apply to both the drawing engine and CPU access 33through the framebuffer aperture. 34That means there is no such thing as direct framebuffer access, everything goes 35through the graphics pipeline. If you set the engine to 32bit colour expansion 36then whatever you write into the aperture will be expanded. Also, care must be 37taken to not atempt to access video memory while updating the cursor image or 38colour maps. 39All framebuffer access applies a fixed pitch of 2048 pixels. 40The chips support the usual selection of graphics primitives - rectangle fill, 41copy, colour expansion, and indirect access. There's plenty more ( many have 3D 42features ) but these are completely unknown. 43All register addresses are relative to STI region 2, and all registers are big 44endian, even on PCI. 45 462. Framebuffer access 47#define NGLE_BAboth 0x018000 /* read and write mode */ 48#define NGLE_DBA 0x018004 /* Dest. Bitmap Access */ 49#define NGLE_SBA 0x018008 /* Source Bitmap Access */ 50 51#define BA(F,C,S,A,J,B,I) \ 52 (((F)<<31)|((C)<<27)|((S)<<24)|((A)<<21)|((J)<<16)|((B)<<12)|(I)) 53 /* FCCC CSSS AAAJ JJJJ BBBB IIII IIII IIII */ 54 55/* F */ 56#define IndexedDcd 0 /* Pixel data is indexed (pseudo) color */ 57#define FractDcd 1 /* Pixel data is Fractional 8-8-8 */ 58/* C */ 59#define Otc04 2 /* Pixels in each longword transfer (4) */ 60#define Otc32 5 /* Pixels in each longword transfer (32) */ 61#define Otc24 7 /* NGLE uses this for 24bit blits */ 62 /* Should really be... */ 63#define Otc01 7 /* one pixel per longword */ 64/* S */ 65#define Ots08 3 /* Each pixel is size (8)d transfer (1) */ 66#define OtsIndirect 6 /* Each bit goes through FG/BG color(8) */ 67/* A */ 68#define AddrByte 3 /* byte access? Used by NGLE for direct fb */ 69#define AddrLong 5 /* FB address is Long aligned (pixel) */ 70#define Addr24 7 /* used for colour map access */ 71/* B */ 72#define BINapp0I 0x0 /* Application Buffer 0, Indexed */ 73#define BINapp1I 0x1 /* Application Buffer 1, Indexed */ 74#define BINovly 0x2 /* 8 bit overlay */ 75#define BINcursor 0x6 /* cursor bitmap on EG */ 76#define BINcmask 0x7 /* cursor mask on EG */ 77#define BINapp0F8 0xa /* Application Buffer 0, Fractional 8-8-8 */ 78/* next one is a guess, my HCRX24 doesn't seem to have it */ 79#define BINapp1F8 0xb /* Application Buffer 1, Fractional 8-8-8 */ 80#define BINattr 0xd /* Attribute Bitmap */ 81#define BINcmap 0xf /* colour map(s) */ 82/* I assume one of the undefined BIN* accesses the HCRX Z-buffer add-on. No clue 83 * about bit depth or if any bits are used for stencil */ 84 85/* other buffers are unknown */ 86/* J - 'BA just point' - function unknown */ 87/* I - 'BA index base' - function unknown */ 88 89The BIN* values control which buffer we access, Addr* controls how memory is 90presented to the CPU. With AddrLong all pixels are at 32bit boundaries, no 91matter the actual colour depth. Otc* controls how many pixels we write with a 92single 32bit access, so for 8bit we would use Otc04, for 24bit colour Otc01, 93and Otc32 is for mono to colour expansion. OtsIndirect enables colour 94expansion, combined with Otc32 every set bit writes a foreground colour pixel, 95unset bits can be transparent or background. 96The *Dcd bit's exact function is a bit unclear - we set it for 24bit colour 97access to both framebuffer and colour maps. I suspect enabling it on an 8bit 98buffer will result in R3G3B2 output from rendering and blending operations, 99which we know nothing about. 100So, for normal access to the overlay on an HCRX we would use IndexedDcd, Otc04, 101Ots8, AddrByte, BINovly. 102Framebuffer geometry is always 2048 pixels ( with pixel size determined by 103Addr* ) by whatever your hardware allows, memory outside the visible screen may 104or may not be accessible. 105HCRX always runs in 1280x1024, there is always an overlay and at least one 8bit 106image buffer, HCRX24 has a 24bit buffer that can be used as two 8bit buffers. 107There is no usable off-screen memory, in fact there seem to be registers to the 108right of the visible area. 109On a PCI Visualize EG we get an actual 2048x2048 buffer which we can use any 110way we want. 111Finally, the xf86 code writes a one into 112#define NGLE_CONTROL_FB 0x200005 113before framebuffer access, function is unknown but I suspect it turns off 114pipeline pacing, which is then re-enabled whenever we touch the blitter. 115 1163. Drawing engine 117Basically, you poke coordinates into registers and apply an opcode to the last 118write's address to start an operation ( and specify which ), and there are 119registers to control drawing mode, ROPs etc. 120All register writes go through a pipeline which has 32 entries on HCRX. 121 122#define NGLE_BUSY 0x200000 /* busy register */ 123the first byte will be non-zero if the drawing engine is busy 124 125#define NGLE_FIFO 0x200008 /* # of fifo slots */ 126 127X and width in the upper 16bit, Y / height in the lower. 128#define NGLE_DST_XY 0x000800 /* destination XY */ 129#define NGLE_SIZE 0x000804 /* size WH */ 130#define NGLE_SRC_XY 0x000808 /* source XY */ 131#define NGLE_TRANSFER_DATA 0x000820 /* 'transfer data' - this is */ 132 /* a pixel mask on fills */ 133#define NGLE_RECT 0x000200 /* opcode to start a fill */ 134#define NGLE_BLIT 0x000300 /* opcode to start a blit */ 135#define NGLE_HCRX_FASTFILL 0x000140 /* opcode for HCRX fast rect */ 136#define NGLE_RECT_SIZE_START (NGLE_SIZE | NGLE_RECT) 137#define NGLE_BLT_DST_START (NGLE_DST_XY | NGLE_BLIT) 138 139So, in order to draw a rectangle you write coordinates into NGLE_DST_XY, set 140NGLE_TRANSFER_DATA to all ones unless you want it stippled, then write the 141width/height into NGLE_SIZE|NGLE_RECT. Rectangle fills move the destination 142coordinates down by the rectangle's height. 143NGLE_BLIT copies a retangle from SRC_XY to DST_XY with ROP etc. applied. It is 144possible to copy data between buffers, supported combinations of source and 145destination access modes need to be investigated. 146There are likely other opcodes for things like vectors, triangles and so on. 147HCRX_FASTFILL is implied by the xf86 code, but not actually used. It seems to 148work, more or less, but with strange side effects. More invastigation is needed. 149 150#define NGLE_CPR 0x01800c /* control plane register */ 151This is used when drawing into BINattr, on EG we use 0x00000102, on HCRX 1520x04000F00 for 24bit. There has to be some conversion, there is no way the 153attribute plane is actually 32bit. No idea what the individual bits do, has to 154be a combination of buffer selection ( front or back), colour mode / LUT 155selection, likely chip specific. Known values are from xf86. 156 157#define NGLE_FG 0x018010 /* fg colour */ 158#define NGLE_BG 0x018014 /* bg colour */ 159#define NGLE_PLANEMASK 0x018018 /* image planemask */ 160#define NGLE_IBO 0x01801c /* image binary op */ 161 162#define IBOvals(R,M,X,S,D,L,B,F) \ 163 (((R)<<8)|((M)<<16)|((X)<<24)|((S)<<29)|((D)<<28)|((L)<<31)|((B)<<1)|(F)) 164 /* LSSD XXXX MMMM MMMM RRRR RRRR ???? ??BF */ 165 166/* R is a standard X11 ROP, no idea if the other bits are used for anything */ 167#define RopClr 0x0 168#define RopSrc 0x3 169#define RopInv 0xc 170#define RopSet 0xf 171/* M: 'mask addr offset' - function unknown */ 172/* X */ 173#define BitmapExtent08 3 /* Each write hits ( 8) bits in depth */ 174#define BitmapExtent32 5 /* Each write hits (32) bits in depth */ 175/* S: 'static reg' flag, NGLE sets it for blits, function is unknown but 176 we get occasional garbage in 8bit blits without it */ 177/* D */ 178#define DataDynamic 0 /* Data register reloaded by direct access */ 179#define MaskDynamic 1 /* Mask register reloaded by direct access */ 180/* L */ 181I suspect this selects how many mask bits to use in Otc* less than 32. 182#define MaskOtc 0 /* Mask contains Object Count valid bits */ 183/* B = 1 -> background transparency for masked fills */ 184/* F probably the same for foreground */ 185 186These bit definitions are from xf86, the S bit seems to control masking off 187extra bits when the number of pixels written Otc* exceeds the right border. 188Not sure what exactly the *Dynamic and MaskOtc bits do. 189For a plain rectangle fill into the overlay we would use 190IBOvals(RopSrc, 0, BitmapExtent08, 1, DataDynamic, 0, 0, 0) 191and 192BA(IndexedDcd, Otc32, OtsIndirect, AddrLong, 0, BINovly, 0) 193... which draws 32 pixels at a time, without the S bit we would get our width 194expanded to the next multiple of 32. Enable colour expansion so we draw in 195whatever colour is in NGLE_FG. 196 197For a simple copy we would use 198BA(IndexedDcd, Otc04, Ots08, AddrLong, 0, BINovly, 0)) 199... top copy four pixels at a time, Addr* doesn't seem to matter, disable colour 200expansion. 201IBOvals(RopSrc, 0, BitmapExtent08, 1, DataDynamic, MaskOtc, 0, 0) 202... to write 8bit deep, plain copy, mask off extra pixels if our width isn't a 203multiple of 4. 204 205To do the same operations on a 24bit buffer just use Otc01, FractionalDcd and 206BitmapExtent32. No need to set the S bit on copies since all pixels are 32bit 207anyway. 208 2094. Indirect framebuffer writes 210HP calls the mechanism 'BINC', no idea what it stands for. Basically, you set a 211target address and then write data into registers which trigger operations 212programmed in DBA and IBO, with the traget address being updated according to 213which data register we write to. There is also a mechanism to copy blocks, used 214for colour map and cursor bitmaps. 215 216#define NGLE_BINC_SRC 0x000480 /* BINC src */ 217#define NGLE_BINC_DST 0x0004a0 /* BINC dst */ 218#define NGLE_BINC_MASK 0x0005a0 /* BINC pixel mask */ 219#define NGLE_BINC_DATA 0x0005c0 /* BINC data, inc X, some sort of blending */ 220#define NGLE_BINC_DATA_R 0x000600 /* BINC data, inc X */ 221#define NGLE_BINC_DATA_D 0x000620 /* BINC data, inc Y */ 222#define NGLE_BINC_DATA_U 0x000640 /* BINC data, dec Y */ 223#define NGLE_BINC_DATA_L 0x000660 /* BINC data, dec X */ 224#define NGLE_BINC_DATA_DR 0x000680 /* BINC data, inc X, inc Y */ 225#define NGLE_BINC_DATA_DL 0x0006a0 /* BINC data, dec X, inc Y */ 226#define NGLE_BINC_DATA_UR 0x0006c0 /* BINC data, inc X, dec Y */ 227#define NGLE_BINC_DATA_UL 0x0006e0 /* BINC data, dec X, dec Y */ 228 229SRC and DST are 'linear' addresses, depending on Addr* in DBA, pitch is Addr* 230times 2048. 231The BINC_DATA registers differ only in the way the destination address is 232updated, up or down a line, left or right by Otc* pixels. 233So, in order to draw a 12x20 pixel character to (100,150) we would use the same 234DBA and IBO values we used for rectangles, write 0xfff00000 into NGLE_BINC_MASK 235to make sure we only write 12 pixels per line, set FG and BG as needed, set 236BINC_DST to (100 * 4 + 150 * 8192) - we're in AddrLong - then poke our character 237bitmap into NGLE_BINC_DATA_D, one left aligned line at a time. 238BINC operations by themselves are unlikely to overrun the pipeline but they may 239if a lot of them happen while something more time consuming, like a full screen 240scroll, is in progress. 241Not sure what exactly NGLE_BINC_DATA does, the xf86 code uses it for colour map 242updates. 243 2445. Colour maps 245LUTs are held in their own buffer ( BINcmap ), size is likely chip-specific. 246HCRX has room for at least three 256 entry colour maps, EG probably has two or 247three. 248Basically, we BINC-write our colour map into BINcmap, then tell the hardware to 249update the actual colour map(s) from that buffer. 250We'd use: 251BA(FractDcd, Otc01, Ots08, Addr24, 0, BINcmap, 0) 252IBOvals(RopSrc, 0, BitmapExtent08, 0, DataDynamic, MaskOtc, 0, 0) 253Not sure how 'Addr24' differs from AddrLong, but that's what the xf86 code uses. 254Then set BINC_DST to 0 ( or whichever entry we want to update - 4 for the 2nd 255entry etc. ) and poke our colour map into BINC_DATA_R, one entry at a time. 256Sending it to the DAC works like this - set BINC_SRC to 0, then write a command 257into the appropriate LUTBLT register: 258#define NGLE_EG_LUTBLT 0x200118 /* EG LUT blt ctrl */ 259 /* EWRRRROO OOOOOOOO TTRRRRLL LLLLLLLL */ 260 #define LBC_ENABLE 0x80000000 261 #define LBC_WAIT_BLANK 0x40000000 262 #define LBS_OFFSET_SHIFT 16 263 #define LBC_TYPE_MASK 0xc000 264 #define LBC_TYPE_CMAP 0 265 #define LBC_TYPE_CURSOR 0x8000 266 #define LBC_TYPE_OVERLAY 0xc000 267 #define LBC_LENGTH_SHIFT 0 268In order to update the whole thing we would use 269LBC_ENABLE | LBC_TYPE_CMAP | 0x100 270Length and offset are in 32bit words. 271 272HCRX uses a different register: 273#define NGLE_HCRX_LUTBLT 0x210020 /* HCRX LUT blt ctrl */ 274... which otherwise works exactly the same way. 275 276On HCRX we need: 277- a linear ramp in the first 256 entries, 24bit output goes through this. 278- the overlay's colour map starts at entry 512 279- hardware sprite colours are controlled by two entries using LBC_TYPE_CURSOR 280 and offset 0 281 282On EG: 283- the main colour map lives at offset 0, type LBC_TYPE_CMAP 284- four entries at offset 0 with LBC_TYPE_CURSOR, the first two do nothing, the 285 other two are cursor sprite colours 286 2876. Hardware cursor 288Again, chip-specific. Cursor position works the same on HCRX and PCI EG, uses 289different registers though. Older chips use a different register layout. 290Bitmap access is different on HCRX, both support a 64x64 sprite. 291 292#define NGLE_EG_CURSOR 0x200100 /* cursor coordinates on EG */ 293 #define EG_ENABLE_CURSOR 0x80000000 294#define NGLE_HCRX_CURSOR 0x210000 /* HCRX cursor coord & enable */ 295 #define HCRX_ENABLE_CURSOR 0x80000000 296Coordinates are signed 12bit quantities, X in the upper halfword, Y in the 297lower, enable bit at 0x80000000. There is no hotspot register, negative 298coordinates will move the sprite partially off screen as expected. 299On HCRX we need to write zero into 300#define NGLE_HCRX_VBUS 0x000420 /* HCRX video bus access */ 301before writing NGLE_HCRX_CURSOR. 302 303Cursor bitmap access on HCRX is simple: 304#define NGLE_HCRX_CURSOR_ADDR 0x210004 /* HCRX cursor address */ 305#define NGLE_HCRX_CURSOR_DATA 0x210008 /* HCRX cursor data */ 306The mask is at offset 0, bitmap at 0x80. Subsequent writes to CURSOR_DATA update 307the address as expected. 308 309On EG we have to use BINC writes: 310BA(IndexedDcd, Otc32, 0, AddrLong, 0, BINcmask, 0) 311IBOvals(RopSrc, 0, 0, 0, DataDynamic, MaskOtc, 0, 0) 312set BINC_DST to 0, then poke the mask into NGLE_BINC_DATA_R and 313NGLE_BINC_DATA_DL - write 32bit, move right, write the rest of the line, move 314down/left to the next line etc. 315No LUTBLT analog here, for the the cursor bitmap use BINcursor. 316 3177. Miscellaneous 318#define NGLE_HCRX_PLANE_ENABLE 0x21003c /* HCRX plane enable */ 319#define NGLE_HCRX_MISCVID 0x210040 /* HCRX misc video */ 320 #define HCRX_BOOST_ENABLE 0x80000000 /* extra high signal level */ 321 #define HCRX_VIDEO_ENABLE 0x0A000000 322 #define HCRX_OUTPUT_ENABLE 0x01000000 323xf86 uses HCRX_VIDEO_ENABLE, the other bits were found by experiment, functions 324are guesswork. There are other bits with unknown function. 325 326This is set by xf86, other values unknown. 327#define NGLE_HCRX_HB_MODE2 0x210120 /* HCRX 'hyperbowl' mode 2 */ 328 #define HYPERBOWL_MODE2_8_24 15 329 330This seems to be the HCRX's analogue to FX's force attribute register - we can 331switch between overlay opacity and image plane display mode on the fly 332#define NGLE_HCRX_HB_MODE 0x210130 /* HCRX 'hyperbowl' */ 333 #define HYPERBOWL_MODE_FOR_8_OVER_88_LUT0_NO_TRANSPARENCIES 4 334 #define HYPERBOWL_MODE01_8_24_LUT0_TRANSPARENT_LUT1_OPAQUE 8 335 #define HYPERBOWL_MODE01_8_24_LUT0_OPAQUE_LUT1_OPAQUE 10 336 3378. Visualize EG notes 338All referenves to 'EG' and the like strictly refer to the PCI Visualize EG card 339with 4MB video memory. There is a GSC variant whch may have 2MB or 4MB, other 340differences are unknown. 341The xf86 code does not support the PCI EG at all, it seems to be somewhat 342similar to the 'Artist' variant, the cursor register is at the same address but 343works as on HCRX. I suspect the GSC variant to be more like Artist. 344It is possible to put cards with enough memory into double buffer mode using 345the firmware configuration menu - I need to figure out what exactly that does. 346Same with grey scale mode, which may just select a different default palette. 347