n00b Verilog Questions
-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Concatenation in Verilog
Another n00b question regarding Verilog and concatenation of bits using the '{}' operator.
Is it {MSb,LSb}? which I would have found more logical, but has always thrown me in a loop.
Or {LSb,MSb}? I just need confirmation. Is this really correct thinking?
Is it {MSb,LSb}? which I would have found more logical, but has always thrown me in a loop.
Or {LSb,MSb}? I just need confirmation. Is this really correct thinking?
Re: n00b Verilog Questions
Quote:
Is it {MSb,LSb}? which I would have found more logical,
I've been following along, and I don't understand why the VSYNC signal would need significant delays. It can't be out more than a few clock cycles. Shouldn't the propagation delay in the VSYNC be about the same as the delay in the HSYNC ?
-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Re: n00b Verilog Questions
That's what I would have thought as well... Thanks Rob!
Let me finish the block diagram... My lack of understanding hinders me, but I still make progress...
What I can say is any delays I have put on any of the signals that affect VSYNC do not actually delay pixel output vertically. Which is why I've had to resort to delaying horizontally "a great many cycles" in order to align vertically. For example, in order to delay 2 pixels vertically, I have had to delay the 'hstart' signal by 2x1024 cycles.
This has worked but it is not efficient and I am puzzled why delaying a VSYNC signal differs from delaying an HSYNC signal.
Let me finish the block diagram... My lack of understanding hinders me, but I still make progress...
What I can say is any delays I have put on any of the signals that affect VSYNC do not actually delay pixel output vertically. Which is why I've had to resort to delaying horizontally "a great many cycles" in order to align vertically. For example, in order to delay 2 pixels vertically, I have had to delay the 'hstart' signal by 2x1024 cycles.
This has worked but it is not efficient and I am puzzled why delaying a VSYNC signal differs from delaying an HSYNC signal.
Re: n00b Verilog Questions
For vertical offset, keep in mind that you'd have to delay vsync in steps of a whole line, which is in effect "a great many cycles" if you count the pixels, but is only a small number if you count hlines.
But the question remains why you'd need such fixed offsets anyway.
But the question remains why you'd need such fixed offsets anyway.
-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Re: n00b Verilog Questions
Arlet wrote:
...But the question remains why you'd need such fixed offsets anyway.
When a positive HSYNCin or VSYNCin is detected, it resets the appropriate counters just like the hcount_ done and vcount_done signals do.
Code: Select all
...// adjust down counter. Reload when it's done.
always @(posedge clk)
if ( HSYNCin | hcount_done )
hcount <= { 1'b0, hload };...Code: Select all
...// adjust down counter. Reload when it's done.
always @(posedge clk)
if( venable ) begin
if ( VSYNCin | vcount_done )
vcount <= { 1'b0, vload };...Code: Select all
...// when down counter is done, go to next state
always @(posedge clk)
if( hcount_done )
case( hstate )
VIDEO : hstate <= FRONT;
FRONT : hstate <= SYNC;
SYNC : hstate <= BACK;
BACK : hstate <= VIDEO;
endcase
else if (HSYNCin)
hstate <= VIDEO;...Code: Select all
...// when down counter is done, go to next state
always @(posedge clk)
if( venable & vcount_done )
case( vstate )
VIDEO : vstate <= FRONT;
FRONT : vstate <= SYNC;
SYNC : vstate <= BACK;
BACK : vstate <= VIDEO;
endcase
else if (VSYNCin)
vstate <= VIDEO;...-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Re: n00b Verilog Questions
...unrelated to previous questions...
For a signal that is common to some modules, is it best to have the logic that derives that signal on the top level?
For example, if I need a display enable signal, 3 signals are needed to generate it: hstart, hblank and vblank. I could generate the display enable within it's own module and output it to other modules, or I could generate it on the top_level. What is the accepted method in Verilog?
For a signal that is common to some modules, is it best to have the logic that derives that signal on the top level?
For example, if I need a display enable signal, 3 signals are needed to generate it: hstart, hblank and vblank. I could generate the display enable within it's own module and output it to other modules, or I could generate it on the top_level. What is the accepted method in Verilog?
Re: n00b Verilog Questions
I would place it at the level most appropriate for the functional decomposition of your system. If you have a sub-module whose function is video control, I'd put it in that module, and bring it up to the top module and distribute it from there. However, if you don't have a module whose function is video control, I'd generate the signal in the top module until such time as there's a need to create a video control module.
Michael A.
-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Re: n00b Verilog Questions
Michael, thanks for the pointer, what you say makes sense maybe I'm getting tunnel vision. Just FYI, Arlet's original .vga controller outputs hstart, hblank, vstart and vblank. Maybe it's a clue...
But let's say for arguments' sake that I modify that video control module to output a display enable signal:
So it uses 3 signals and no other modules use those signals. But another module, the external RAM interface, uses the vstart signal to start the pixel counter used for the address:
If the situation were reversed and 3 signals were used externally, and 1 internal would it be best to have this code present in the top module? What about 2 external and 2 internal? or will the tools just figure this stuff out?
So far in my testing I haven't noticed any change but I am chasing down a problem, so I'm 'getting my ducks in a row'. Thanks!
But let's say for arguments' sake that I modify that video control module to output a display enable signal:
Code: Select all
//display enable
always @(posedge clk)
if ( hstart )
countflag <= 1;
else if ( hblank | vblank )
countflag <= 0;Code: Select all
// pixel counters for 2MBx18 external SyncRAM
reg [9:0] X;
reg [9:0] Y;
always @(posedge clk)
if ( vstart | X == 1023 & Y == 767 ) begin
X <= 0;
Y <= 0;
end
else if ( X == 1023 ) begin
Y <= Y + 1;
X <= 0;
end
else if ( countflag )
X <= X + 1;So far in my testing I haven't noticed any change but I am chasing down a problem, so I'm 'getting my ducks in a row'. Thanks!
Re: n00b Verilog Questions
I would probably make a separate module to fetch bitmaps from memory, and send the pixel data to the video output, so that the external RAM interface would just offer a multi-port generic memory interface, without any dependency on pixels or screen sizes.
-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Re: n00b Verilog Questions
Arlet, I think you're right. Everything seems jumbled now. I am dealing with code that I wrote when I first started learning Verilog. I had some early successes, but they weren't necessarily correct. I'm now having a problem generating a simple border using one video board!
I hate to realize this, but I may have to start from scratch...
But before I do I would like to ask you Verilog experts how to go about making a piece of code sleeker. It is the Line and circle hardware plotter...
I put delays in there to make the simulations look correct and in real life it works, but the code is not pretty. What is the simplest structural change I can make to make this more efficient?
Thanks for your input all!
I hate to realize this, but I may have to start from scratch...
But before I do I would like to ask you Verilog experts how to go about making a piece of code sleeker. It is the Line and circle hardware plotter...
I put delays in there to make the simulations look correct and in real life it works, but the code is not pretty. What is the simplest structural change I can make to make this more efficient?
Thanks for your input all!
Code: Select all
`timescale 1ns / 1ps
module LineGen ( input clk,
input lineCS,
input [15:0] cpuDO,
input [3:0] cpuAB,
input countflag,
input [15:0] SRD,
output reg RAMWE,
output reg LGREADY,
output reg [aw:0] X,
output reg [aw:0] Y,
output reg [15:0] color,
output reg [15:0] border
);
parameter aw = 10; //2048
//blitter variables
reg [15:0] bXlen, bYlen;
reg [aw:0] bXc, bYc, bXp, bYp;
//linegen variables
reg [aw:0] x0, x1, dx, x0t, x1t, y0, y1, dy, y0t, y1t; //internal module registers
reg [aw+1:0] D; //error accumulator + carry bit. if D[aw+1] = 1, it is negative
reg [0:0] steep, //1 when dy>dx
dyneg, //1 when dy is negative
dxneg; //1 when dx is negative
//circle variables
reg [aw:0] xc, yc, rad, x, y = 0;
reg [aw+1:0] raderr;
reg [4:0] state;
parameter WAIT = 0, LOAD = 1, SLOPE = 2, DXDY = 3, CALC1 = 4, CALC2 = 5, PLOT = 6,
CALC3 = 7, CALC4 = 8, OCT1 = 9, OCT2 = 10, OCT3 = 11, OCT4 = 12, OCT5 = 13, OCT6 = 14, OCT7 = 15, OCT8 = 16,
DEL1 = 17, DEL2 = 18, DEL3 = 19, DEL4 = 20, DEL5= 21, DEL6 = 22, DEL7 = 23, DEL8 = 24;
always @(posedge clk) begin
if (lineCS && cpuAB == 4'b0000) //variables for line generator
x0t <= cpuDO;
if (lineCS && cpuAB == 4'b0001)
y0t <= cpuDO;
if (lineCS && cpuAB == 4'b0010)
x1t <= cpuDO;
if (lineCS && cpuAB == 4'b0011)
y1t <= cpuDO;
if (lineCS && cpuAB == 4'b0100) //variables for circle generator
xc <= cpuDO;
if (lineCS && cpuAB == 4'b0101)
yc <= cpuDO;
if (lineCS && cpuAB == 4'b0110)
rad <= cpuDO;
if (lineCS && cpuAB == 4'b0111) //color variable
color <= cpuDO;
if (lineCS && cpuAB == 4'b1000) //X length of blitter
bXlen <= cpuDO;
if (lineCS && cpuAB == 4'b1001) //Y length of blitter
bYlen <= cpuDO;
if (lineCS && cpuAB == 4'b1010) //X start copy
bXc <= cpuDO;
if (lineCS && cpuAB == 4'b1011) //Y start copy
bYc <= cpuDO;
if (lineCS && cpuAB == 4'b1100) //X start paste
bXp <= cpuDO;
if (lineCS && cpuAB == 4'b1101) //Y start paste
bYp <= cpuDO;
if (lineCS && cpuAB == 4'b1110) //border color
border <= cpuDO;
end
always @(posedge clk) begin
state <= WAIT;
case (state)
WAIT:
begin
if (lineCS && cpuAB == 3'b011) //draw a line
state <= LOAD;
else if (lineCS && cpuAB == 3'b110) //draw a circle
state <= CALC3;
else state <= WAIT;
end
LOAD:
state <= SLOPE;
SLOPE:
state <= DXDY;
DXDY:
state <= CALC1;
CALC1:
state <= CALC2;
CALC2:
state <= PLOT;
PLOT:
begin
if (!dyneg && steep) //e.g. (0,0) to (2,10)
if (y0 != y1)
state <= CALC2;
else state <= WAIT;
if (!dyneg && !steep) //e.g. (0,0) to (10,10)
if (x0 != x1)
state <= CALC2;
else state <= WAIT;
if (dyneg && !steep) //e.g. (0,10) to (10,0)
if (x0 != x1)
state <= CALC2;
else state <= WAIT;
if (dyneg && steep) //e.g. (0,20) to (2,0)
if (y0 != y1)
state <= CALC2;
else state <= WAIT;
end
CALC3:
state <= OCT1;
CALC4:
state <= OCT1;
OCT1:
if ( x >= y )
state <= DEL1;
else state <= WAIT;
DEL1:
state <= OCT2;
OCT2:
state <= DEL2;
DEL2:
state <= OCT3;
OCT3:
state <= DEL3;
DEL3:
state <= OCT4;
OCT4:
state <= DEL4;
DEL4:
state <= OCT5;
OCT5:
state <= DEL5;
DEL5:
state <= OCT6;
OCT6:
state <= DEL6;
DEL6:
state <= OCT7;
OCT7:
state <= DEL7;
DEL7:
state <= OCT8;
OCT8:
state <= DEL8;
DEL8:
state <= CALC4;
endcase
end
always @(posedge clk) begin
case (state)
WAIT:
begin
RAMWE <= 0;
LGREADY <= 1;
if (x0t > x1t)
dxneg <= 1;
else dxneg <= 0;
end
LOAD:
begin
LGREADY <= 0;
if (dxneg)
begin
x0 <= x1t;
y0 <= y1t;
x1 <= x0t;
y1 <= y0t;
end
else begin
x0 <= x0t;
y0 <= y0t;
x1 <= x1t;
y1 <= y1t;
end
end
SLOPE:
if (y0 > y1)
dyneg <= 1;
else dyneg <= 0;
DXDY:
begin
dx <= x1 - x0;
RAMWE <= 1;
X <= x0;
Y <= y0;
if (dyneg)
dy <= y0 - y1;
else dy <= y1 - y0;
end
CALC1:
begin
RAMWE <= 0;
if (dx >= dy) begin
steep <= 0;
D <= (dy*2 - dx);
end
else begin
steep <= 1;
D <= (dx*2 - dy);
end
end
CALC2:
begin
RAMWE <= 0;
if (steep) begin
if ( D[10] == 0 ) begin
x0 <= x0 + 1;
y0 <= dyneg ? y0 - 1:
y0 + 1;
D <= D + (dx*2 - dy*2);
end
else begin
y0 <= dyneg ? y0 - 1:
y0 + 1;
D <= D + dx*2;
end
end
else if ( D[10] == 0 ) begin
x0 <= x0 + 1;
y0 <= dyneg ? y0 - 1:
y0 + 1;
D <= D + (dy*2 - dx*2);
end
else begin
x0 <= x0 + 1;
D <= D + dy*2;
end
end
PLOT:
begin
RAMWE <= 1;
X <= x0;
Y <= y0;
end
CALC3:
begin
x <= rad;
y <= 0;
raderr <= 1 - x;
LGREADY <= 0;
RAMWE <= 0;
end
CALC4:
begin
RAMWE <= 0;
y <= y + 1;
if ( raderr[10] )
raderr <= raderr + (y+1);
else begin
x <= x - 1;
raderr <= raderr + (y-x)+1;
end
end
OCT1: // |
begin // |
RAMWE <= 1; // -------
X <= xc + (x); // | Oct1
Y <= yc + y; // |
end
OCT2:
begin // |
RAMWE <= 1; // |
X <= xc + (y); // -------
Y <= yc + (x); // |
end // | Oct2
OCT3: // |
begin // |
RAMWE <= 1; // -------
X <= xc - x; // Oct3 |
Y <= yc + y; // |
end
OCT4: // |
begin // |
RAMWE <= 1; // -------
X <= xc - (y); // |
Y <= yc + (x); // Oct4 |
end
OCT5: // |
begin // Oct5 |
RAMWE <= 1; // -------
X <= xc - (x); // |
Y <= yc - y; // |
end
OCT6: // Oct6 |
begin // |
RAMWE <= 1; // -------
X <= xc - (y); // |
Y <= yc - x; // |
end
OCT7: // |
begin // | Oct7
RAMWE <= 1; // -------
X <= xc + (x); // |
Y <= yc - y; // |
end
OCT8: // | Oct8
begin // |
RAMWE <= 1; // -------
X <= xc + (y); // |
Y <= yc - (x); // |
end
DEL1:
RAMWE <= 1;
//DEL2:
// RAMWE <= 1;
//DEL3:
// RAMWE <= 1;
//DEL4:
// RAMWE <= 1;
//DEL5:
// RAMWE <= 1;
//DEL6:
// RAMWE <= 1;
//DEL7:
// RAMWE <= 1;
//DEL8:
// RAMWE <= 1;
endcase
end
endmodule-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Re: n00b Verilog Questions
All those 'if' statements:
can be replaced by a more succinct:
Code: Select all
always @(posedge clk) begin
if (lineCS && cpuAB == 5'b00000) //variables for line generator
x0t <= cpuDO;
if (lineCS && cpuAB == 5'b00001)
y0t <= cpuDO;
if (lineCS && cpuAB == 5'b00010)
x1t <= cpuDO;
if (lineCS && cpuAB == 5'b00011)
y1t <= cpuDO;
if (lineCS && cpuAB == 5'b00100) //variables for circle generator
xc <= cpuDO;
if (lineCS && cpuAB == 5'b00101)
yc <= cpuDO;
if (lineCS && cpuAB == 5'b00110)
rad <= cpuDO;
if (lineCS && cpuAB == 5'b00111) //color variable
color <= cpuDO;
if (lineCS && cpuAB == 5'b01000) //X length of blitter
bXlen <= cpuDO;
if (lineCS && cpuAB == 5'b01001) //Y length of blitter
bYlen <= cpuDO;
if (lineCS && cpuAB == 5'b01010) //X start copy
bXc <= cpuDO;
if (lineCS && cpuAB == 5'b01011) //Y start copy
bYc <= cpuDO;
if (lineCS && cpuAB == 5'b01100) //X start paste
bXp <= cpuDO;
if (lineCS && cpuAB == 5'b01101) //Y start paste
bYp <= cpuDO;
if (lineCS && cpuAB == 5'b01110) //border color
border <= cpuDO;
if (lineCS && cpuAB == 5'b10000) //horizontal offset
hoffset <= cpuDO;
if (lineCS && cpuAB == 5'b10001) //vertical offset
voffset <= cpuDO;
endCode: Select all
// Register addresses
always @(posedge clk)
if ( lineCS )
case ( cpuAB [4:0] )
5'b00000: x0t <= cpuDO; //variables for line generator
5'b00001: y0t <= cpuDO;
5'b00010: x1t <= cpuDO;
5'b00011: y1t <= cpuDO;
5'b00100: xc <= cpuDO; //variables for circle generator
5'b00101: yc <= cpuDO;
5'b00110: rad <= cpuDO;
5'b00111: color <= cpuDO; //pixel color variable
5'b01000: bXlen <= cpuDO; //X length of blitter
5'b01001: bYlen <= cpuDO; //Y length of blitter
5'b01010: bXc <= cpuDO; //X start copy
5'b01011: bYc <= cpuDO; //Y start copy
5'b01100: bXp <= cpuDO; //X start paste
5'b01101: bYp <= cpuDO; //Y start paste
5'b01110: border <= cpuDO; //border color
endcase- player55328
- Posts: 23
- Joined: 06 Aug 2013
- Location: Oregon
Re: n00b Verilog Questions
ElEctric_EyE wrote:
if (lineCS && cpuAB == 5'b10000) //horizontal offset
hoffset <= cpuDO;
if (lineCS && cpuAB == 5'b10001) //vertical offset
voffset <= cpuDO;
hoffset <= cpuDO;
if (lineCS && cpuAB == 5'b10001) //vertical offset
voffset <= cpuDO;
I would suggest you add a default to your case statement just in case you get a situation you are not expecting.
-
ElEctric_EyE
- Posts: 3260
- Joined: 02 Mar 2009
- Location: OH, USA
Re: n00b Verilog Questions
player55328 wrote:
if (lineCS && cpuAB == 5'b10000) //horizontal offset
hoffset <= cpuDO;
if (lineCS && cpuAB == 5'b10001) //vertical offset
voffset <= cpuDO;
Are you not missing these in your new case statement?...
hoffset <= cpuDO;
if (lineCS && cpuAB == 5'b10001) //vertical offset
voffset <= cpuDO;
Are you not missing these in your new case statement?...
player55328 wrote:
...I would suggest you add a default to your case statement just in case you get a situation you are not expecting.
Re: n00b Verilog Questions
player55328 wrote:
I would suggest you add a default to your case statement just in case you get a situation you are not expecting.
First, the if construction that he's using in a single always block is correct. It could be expanded into 17 separate always blocks and the structure would generate the expected logic behavior. That is, only when the condition is true is the register updated, and at all other times the register holds its last value.
Second, it is true that the case statement in the second example, nested inside an if statement, is missing the recommended default clause that prevents the generation of inferred latches. However, since these two statements are inside a clocked always block, there is no need to add the default clause.
ElEctricEyE wrote:
That seems to be a good practice, but I'm not sure how I would go about that in this case.
Michael A.
Re: n00b Verilog Questions
Just a note: I've found out that sometimes case statements provide better performance than if/else if statements. This is with the Webpack synthesis tools.