// // Copyright (c) 1999 Thomas Coonan (tcoonan@mindspring.com) // // This source code is free software; you can redistribute it // and/or modify it in source code form under the terms of the GNU // General Public License as published by the Free Software // Foundation; either version 2 of the License, or (at your option) // any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA // // // Just a little demo of some FSM techniques, including One-Hot and // using 'default' settings and the case statements to selectively // update registers (sort of like J-K flip-flops). // // tom coonan, 12/98. // // SDW - modified test to check final X and Y value... and print out // PASSED if it's okay. // module onehot (clk, resetb, a, b, x, y); input clk; input resetb; input [7:0] a; input [7:0] b; output [7:0] x; output [7:0] y; // Use One-Hot encoding. There will be 16 states. // reg [15:0] state, next_state; // These are working registers. Declare the register itself (e.g. 'x') and then // the input bus used to load in a new value (e.g. 'x_in'). The 'x_in' bus will // physically be a wire bus and 'x' will be the flip-flop register ('x_in' must // be declared 'reg' because it's used in an always block. // reg [7:0] x, x_in; reg [7:0] y, y_in; // Update state. 'state' is the actual flip-flop register and next_state is the combinatorial // bus used to update 'state''s value. Check for the ZERO state which means an unexpected // next state was computed. If this occurs, jump to our initialization state; state[0]. // // It is considered good practice by many designers to seperate the combinatorial // and sequential aspects of state registers, and often registers in general. // always @(posedge clk or negedge resetb) begin if (~resetb) state = 0; else begin if (next_state == 0) begin state = 16'h0001; end else begin state = next_state; end end end // Implement the X flip-flop register. Always load the input bus into the register. // Reset to zero. // always @(posedge clk or negedge resetb) begin if (~resetb) x = 0; else x = x_in; end // Implement the Y flip-flop register. Always load the input bus into the register. // Reset to zero. // always @(posedge clk or negedge resetb) begin if (~resetb) y = 0; else y = y_in; end // Generate the next_state function. Also, based on the current state, generate // any new values for X and Y. // always @(state or a or b or x or y) begin // *** Establish defaults. // Working registers by default retain their current value. If any particular // state does NOT need to change a register, then it doesn't have to reference // the register at all. In these cases, the default below takes affect. This // turns out to be a pretty succinct way to control stuff from the FSM. // x_in = x; y_in = y; // State by default will be cleared. If we somehow ever got into an unknown // state, then the default would throw state machine back to zero. Look // at the sequential 'always' block for state to see how this is handled. // next_state = 0; // One-Hot State Machine Encoding. // // *** Using a 1'b1 in the case statement is the trick to doing One-Hot... // DON'T include a 'default' clause within the case because we want to // establish the defaults above. *** // case (1'b1) // synopsys parallel_case // Initialization state. Set X and Y register to some interesting starting values. // state[0]: begin x_in = 8'd20; y_in = 8'd100; next_state[1] = 1'b1; end // Just for fun.. Jump through states.. state[1]: next_state[2] = 1'b1; state[2]: next_state[3] = 1'b1; state[3]: next_state[4] = 1'b1; state[4]: next_state[5] = 1'b1; state[5]: next_state[6] = 1'b1; state[6]: next_state[7] = 1'b1; // Conditionally decrement Y register. state[7]: begin if (a == 1) begin y_in = y - 1; next_state[1] = 1'b1; end else begin next_state[8] = 1'b1; end end // Just for fun.. Jump through states.. state[8]: next_state[9] = 1'b1; state[9]: next_state[10] = 1'b1; state[10]: next_state[11] = 1'b1; // Conditionally increment X register. state[11]: begin if (b == 1) begin x_in = x + 1; next_state[1] = 1'b1; end else begin next_state[12] = 1'b1; end end // Just for fun.. Jump through states.. state[12]: next_state[13] = 1'b1; state[13]: next_state[14] = 1'b1; state[14]: next_state[15] = 1'b1; state[15]: next_state[1] = 1'b1; // Don't go back to our // initialization state, but state // following that one. endcase end endmodule // synopsys translate_off module test_onehot; reg clk, resetb; reg [7:0] a; reg [7:0] b; wire [7:0] x; wire [7:0] y; reg error; // Instantiate module. // onehot onehot ( .clk(clk), .resetb(resetb), .a(a), .b(b), .x(x), .y(y) ); // Generate clock. // initial begin clk = 0; forever begin #10 clk = ~clk; end end // Reset.. // initial begin resetb = 0; #33 resetb = 1; end // Here's the test. // // Should see X and Y get initially loaded with their starting values. // As long as a and b are zero, nothing should change. // When a is asserted, Y should slowly decrement. When b is asserted, X should // slowly increment. That's it. // initial begin `ifdef DEBUG $dumpfile("test.vcd"); $dumpvars(0,test_onehot); `endif // DEBUG error = 0; a = 0; b = 0; repeat (64) @(posedge clk); #1 // Y should be decremented.. a = 1; b = 0; repeat (256) @(posedge clk); #1 // X should be incremented.. a = 0; b = 1; repeat (256) @(posedge clk); if (x !== 8'd43) begin error = 1; $display("FAILED - X Expected value 43, is %d",x); end if (y !== 8'd64) begin error = 1; $display("FAILED - Y Expected value 63, is %d",y); end if(error == 0) $display("PASSED"); $finish; end // Monitor the module. // endmodule