More Verilog Features

博客记录了FPGA开发相关内容,包含条件三元运算符、归约运算符、归约更宽门电路,还有组合for循环实现向量反转、255位操作,以及生成for循环实现100位二进制加法器和数字BCD加法器。

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1.Conditional ternary operator

module top_module (
    input [7:0] a, b, c, d,
    output [7:0] min);//

    // assign intermediate_result1 = compare? true: false;
    reg state;
    reg [7:0] min1;
    reg [7:0] min2;
    always@(*)
        begin
            if(a>b)
                min1=b;
            else min1=a;
            if(c>d)
                min2=d;
            else min2=c;
            if(min2>min1)
                min=min1;
            else min=min2;
        end

endmodule

2.Reduction operators

module top_module (
    input [7:0] in,
    output parity); 
    
    assign parity=^in[7:0];

endmodule

3.Reduction Even wider gates

module top_module( 
    input [99:0] in,
    output out_and,
    output out_or,
    output out_xor 
);
    
    assign out_and = &in[99:0];
    assign out_or = |in[99:0];
    assign out_xor = ^in[99:0];

endmodule

4.Combinational for loop Vector reversal 2

module top_module( 
    input [99:0] in,
    output [99:0] out
);

    integer i;
    always@(*)
        begin
            for(i=0;i<100;i++)
                begin
                     out[i] =in[99-i];
                end
        end
endmodule

5.Combinational for loop 255-bit

module top_module( 
    input [254:0] in,
    output [7:0] out );
    
    
    integer i;
    always@(*)
        begin
            out = 8'd0;
            for(i=0;i<255;i++)
                begin
                    if(in[i]==1)
                        out=out+8'd1;              
                end        
        end
endmodule

6.Generate for loop 100bit binary adder 2

module top_module( 
    input [99:0] a, b,
    input cin,
    output [99:0] cout,
    output [99:0] sum );
    
  integer i;
    always @(*)
        begin
            for(i=0;i<100;i++)
                begin
                if(i==0)
            		{cout[0],sum[0]}=a[0]+b[0]+cin;
                    else {cout[i],sum[i]}=a[i]+b[i]+cout[i-1];
                end
        end
endmodule

7.Generate for loop digit BCD adder

module top_module( 
    input [399:0] a, b,
    input cin,
    output cout,
    output [399:0] sum );
    reg [400:0] sum1;
    
   genvar i;
    wire [99:0] cout_temp;
    
    generate
        for(i=0;i<100;i++)
            
            begin: bcd_fadd
                if(i==0)
                    bcd_fadd bcd_inst(a[3:0],b[3:0],cin,cout_temp[0],sum[3:0]);
                else
                    bcd_fadd bcd_inst(a[4*i+3:4*i],b[4*i+3:4*i],cout_temp[i-1],cout_temp[i],sum[4*i+3:4*i]);
            end
        assign cout=cout_temp[99];
    endgenerate

endmodule

### Verilog On-Screen Display Implementation In the context of implementing an on-screen display (OSD) using Verilog, this typically involves generating video signals that can overlay text or graphics onto a pre-existing video stream. For systems like PDP-1 implemented in FPGAs with components such as CRTs, creating an OSD requires precise timing control to synchronize with the refresh rate of the screen[^1]. The following is a simplified example demonstrating how one might implement basic OSD functionality within a Verilog module: ```verilog module osd( input wire clk, input wire rst_n, input wire hsync, input wire vsync, output reg [7:0] rgb_out, input wire [9:0] pixel_x, input wire [8:0] pixel_y ); // Define parameters for OSD position and size parameter OSD_X_START = 160; parameter OSD_Y_START = 120; parameter OSD_WIDTH = 64; parameter OSD_HEIGHT = 32; always @(posedge clk or negedge rst_n) begin if (!rst_n) rgb_out <= 8'b0; else if ((pixel_x >= OSD_X_START && pixel_x < OSD_X_START + OSD_WIDTH) && (pixel_y >= OSD_Y_START && pixel_y < OSD_Y_START + OSD_HEIGHT)) begin // Draw simple box at defined coordinates rgb_out <= 8'hFF; // White color end else begin rgb_out <= 8'b0; // Black background outside OSD area end end endmodule ``` This code snippet creates a rectangular white box over a black background by checking whether each pixel falls inside specified boundaries. In practice, more complex designs would involve reading from memory buffers containing image data or character maps. For further exploration into advanced features including font rendering and dynamic content updates, consider studying projects involving VGA controllers alongside detailed documentation about specific hardware platforms being targeted.
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