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The basic structure of DSP56001

DrWatson's profile picture
Published in 
atari
 · 1 year ago

In this first part I will now try and explain a little about what a DSP is and what a thing like that is doing in Atari Falcon.

DSP stands for "Digital Signal Processor", not Digital Sound Processor, even if it's designed for controlling digital sound. The DSP has instructions that are specially optimised to perform very fast digital filters, FFT, speech recognition and a lot more. I wont go very deep into the mathematics of these things, mainly because I myself don't understand it. But don't worry, the DSP can be used for a lot more than just sound processing. Because it is very fast with mathematical instructions it may also be used for image processing, such as MPEG viewers, 3D calculations and more. The DSP is simply useful for just about anything.

The DSP in Falcon030 is a DSP56001 made by Motorola, who also makes the 68K processors which all Atari 16/32 bit computers are based on. The similarities between the two processors are therefore many but the differences are probably more.

Major components of the DSP56001

  • 4 Data buses
  • 3 Address buses
  • 1 Program controller
  • 1 Data ALU
  • 2 AGUs
  • 1 X data memory
  • 1 Y data memory
  • 1 Program memory
  • 3 I/O ports

X, Y och P memory

Those of you who have programmed 68K assembly with immediately notice a great difference in the way the DSP handles its memory. The DSP doesn't count its memory in amount of bytes but in amount of DSP words. On the DSP56001, one DSP word is 24 bit wide (3 bytes). Be sure not to mix up the DSP word with 68K word (16 bit). To keep compatibility with future versions of Atari computers with different DSPs there is an XBios call, DSP_WordSize(), to find out how large a DSP word is in the DSP that is in the computer. Here I will only talk about DSP56001 and therefore only about 24 bit DSP words.

What's important with this is that the DSP does not address byte addresses when using the memory, but DSP word addresses. This means that the address 0 (zero) points to the first word, and the address 1 (one) points to the second word.

Another difference is the memory size. Internally, the DSP has three different memory areas, X, Y and P memory. The X and Y memory areas (Data memory) are 256 words each and the P memory (Program memory) is 512 words. In Falcon030 there is also an external 32K word memory, which is 96Kb. There's not room for a lot of demos, but remember that the DSP is made as a coprocessor and not as a CPU. This 32K memory is divided into two 16K memory banks, one connected as external X memory, and one as external Y memory. In the Falcon these 16K memory banks together is also used as external P memory. This means that the external P memory is the same physical memory as the external X and Y memory. A better explanation of this will follow.

Address and data buses

The fact that there are two separate memory areas, X and Y, might in the beginning seem a bit unnecessary and difficult, but thanks to that there are also different address and data buses makes it possible for the DSP to use both memories in the same instruction. You are able to move two words to/from different places in memory at the same time, but with some restrictions. These address and data buses is called XAB, YAB, XDB and YDB. The P memory has its own buses, PAB and PDB, where instructions are transferred to the program controller, something I'll get into later. The fourth data bus is a global data bus, GDB, which is used for the I/O ports among other things.

The AGU

AGU stands for "Address Generation Unit" and is the part that handles the address registers and generates the addresses for the address buses using these. The AGU contains eight address registers, R0-R7, eight offset registers, N0-N7 and eight modifier registers, M0-M7. Each register is 16 bit wide which makes it possible to generate 65536 memory positions for either XAB, YAB or PAB. I wrote earlier that there were two AGUs in the DSP, which isn't quite true. There are two address generators in the AGU which makes it possible to generate two addresses at the same time. All 24 registers may be used as 16 bit data storage registers if you want and the data is the read/written through GDB.

The ALU

ALU stands for "Arithmetic Logic Unit" and this is where all the action in the DSP takes place. This is the part that does all its calculations. The ALU har four 24-bit registers, X0, X1, Y0 and Y1 plus two 56-bit accumulators, A and B. All calculations are done to the accumulators. In some instructions, for example ADD and SUB, the 24-bit registers may be joined two by two, to be used as two 48-bit registers, X and Y. The accumulators may also be devided into two 24-bit and one 8-bit register each, A0, A1, A2 and B0, B1, B2.

The Program Controller

The program controller handles the execution of instructions, hardware loops and interrupts, among other things. It has six 16-bit registers: Program Counter (PC), Loop Address (LA), Loop Counter (LC), Status Register (SR), Operating Mode Register (OMR) and Stack Pointer (SP). The program controller also contains an internal 15 levels 32-bit stack, where PC, SR, LA and LC are saved at different occasions. This stack is divided into two parts, System Stack High (SSH) and System Stack Low (SSL) with 15 16-bit values each.PC points at the address in the P memory where your program is being executed.

SP points to the place in the stack where it should write its next value.

SR consists of two 8-bit parts, MR and CCR. MR contains bits which control if interrupts shall be run, if the DSP is in trace mode, if a hardware loop is active etc. CCR contains the condition flags used with the Jump-If instructions (Jcc = 68K's Bcc). The flags, starting from bit 0 is: Carry (C), Overflow (V), Zero (Z), Negative (N), Unnormalized (U), Extension (E) and Limit (L). The use of these will be explained further on. Some of the flags, C, V, Z and N is recognised from 68K assembler and work in similar way.

OMR is used to control how the memory should be arranged, something that can be changed a little. I myself have never used this very much, but just let it stay as is. Bit 2 in OMR is called Data ROM Enable (DE) and when set, the addresses $0100-$01ff will change into special internal ROMs. In the X memory will be a Mu-Law and an A-law table on 128 words each. These are used in telecommunications. In the Y memory at the same addresses, is a 256 words four quadrant sinustable useful for among other things FFT (Fast Fourier Transform). If DE is cleared, which it is on reset, these memory addresses will be the external RAM.

LA and LC will be explained later.

Those registers, except for PC, may be changed with the MOVEC instruction. MR, CCR and OMR may also be altered with ANDI and ORI.

The DSP56001 operates in a way called pipelining which basically means that it is busy working with three instructions at the same time. The execution of an instruction is made in three steps, line up, aim and fire. In the world of DSP also called: fetching, decoding and executing. With the use of pipelining, the program controller first fetches the first instruction. When that instruction is being decoded, the second instruction is being fetched and when the first instruction is executing, the send is decoded and the third is fetched, a.s.o. This is a great difference from 68K processors, even if they have the same steps, they are all done with one instruction at a time. Due to the use of pipelining in the DSP, one must watch out with the use of address registers. If a value is moved to an address register, this value will not be able to be used in the next instruction. Most assemblers warn for this, so that nothing unexpected should happen.

I/O ports

I'm not going to get very deep in these right now, but some overview of them can be made. There are three I/O ports on the DSP56001, called Port A, Port B and Port C.Port A is used to handle the external memory and this manage its own business in the Falcon so that we don't have to worry about it.

Port B is the port used for Host communication with the CPU, 68030. This is the most common way to communicate with the DSP.

Port C consists of two parts, SCI and SSI. SCI is a network interface used to communicate with other DSPs and is not used in Falcon. The SSI is connected with the Matrix in the Falcon that can connect the DMA, DSP, CODAC and the external DSP port. The SSI is used by WinRec and similar applications to add effects to the sound in real time. It is also possible to send data between the DSP and CPU through the SSI, which is faster than sending through the host, but it is also just about as complicated.

Those of you who know of the 68K processors notice that the arrangements is quite unlike that of the DSP. The DSP has different parts that takes care of different things and each part has its own registers. Though it add some limitations, it is also much faster since the different things can be done at the same time. The ALU does a calculation and at the same time data may be moved from and/or to the memory. This is what is called parallel moving and is the greatest optimisation when programming the DSP.

Ok, that's it for this part!

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