// Set the target FPGA part #define LITEX_INTEGRATION // CflexHDL compile setting #define CCOMPILE // Common PipelineC includes #include "compiler.h" #include "uintN_t.h" #include "intN_t.h" #include "float_e_m_t_helper.h" // Variable mantissa sizes // Temp config work around since no preprocessor command line args // https://github.com/JulianKemmerer/PipelineC/issues/56 #include "pipelinec_app_config.h" #include "pipelinec_compat.h" #include "fixed_type.h" // Reset state func needs special marker to not be synthesized alone // ~sorta PipelineC constexpr/const marker #pragma FUNC_WIRES reset_state #pragma FUNC_WIRES reset_state0 // Access to board buttons #include "buttons/buttons.c" // RGB color decomp requires a 3x pixel clock #if COLOR_DECOMP == 3 #define PIXEL_OVER_CLK_RATIO 3 /*Default is 1 (no overclock)*/ #endif // Litex provides its own external VGA timing // and uses generic external VGA output #ifdef LITEX_INTEGRATION #include "vga/external_vga_timing.c" #include "vga/external_vga_output.c" #elif defined(POCKET_INTEGRATION) // Pocket build generates timing internally // But has non-pmod generic external vga output #include "vga/external_vga_output.c" #else // Otherwise default to Arty video output w/ pmod //#include "vga/vga_pmod.c" #include "dvi/dvi_pmod.c" #endif // Include the code for ray tracer #define get_scene() state.scene #include "tr_pipelinec.gen.c" // Define the user created frame clock #define FRAME_CLK_MHZ 6e-5 // 60Hz uint1_t frame_clock; DECL_OUTPUT(uint1_t, frame_clock) uint1_t frame_clock_rising_edge; uint1_t frame_clock_falling_edge; // Helper func to drive frame clock from isolated static frame_clock_reg // Running on pixel clock, maybe include inside vga_timing? void frame_clock_logic(uint16_t x, uint16_t y, bool active) { // Need to make ~50% duty cycle frame clock static uint1_t frame_clock_reg; // Drive clock from register frame_clock = frame_clock_reg; frame_clock_rising_edge = 0; frame_clock_falling_edge = 0; // Falling edge mid frame (does not update state) if( active & (x==(FRAME_WIDTH/2)) & (y==(FRAME_HEIGHT/2)) ){ frame_clock_reg = 0; frame_clock_falling_edge = 1; } // Rising edge at end of frame (state updated during back porch) else if(active & (x==(FRAME_WIDTH-1)) & (y==(FRAME_HEIGHT-1)) ){ frame_clock_reg = 1; frame_clock_rising_edge = 1; } } // Pocket flow cannot use CLK_MHZ to declare user clocks // Since Quartus not able to constrain user generated clocks see issues: // https://github.com/JulianKemmerer/PipelineC/issues/138 // https://github.com/JulianKemmerer/PipelineC/issues/137 #ifndef POCKET_INTEGRATION CLK_MHZ(frame_clock, FRAME_CLK_MHZ) // Make pixel clock look like its user generated internally // so that, regardless of frequency, the name is always the same // This does not seem to work with uint1_t pixel_clock; CLK_MHZ(pixel_clock, PIXEL_CLK_MHZ) // Connect constant name top level port to internal pixel_clock MAIN_MHZ(pixel, PIXEL_CLK_MHZ) #pragma FUNC_WIRES pixel void pixel(uint1_t clock) // top level port is "pixel_clock" { pixel_clock = clock; } #endif //ifndef POCKET_INTEGRATION // UART modules that augment buttons behavior // Run uart at pixel clock to avoid multiple clocks #define UART_CLK_MHZ PIXEL_CLK_MHZ #include "uart/uart_mac.c" // Receive bytes over uart // continuosuly updating rx buffer uint4_t uart_buttons; MAIN_MHZ(uart_buttons_rx, UART_CLK_MHZ) void uart_buttons_rx() { static uint4_t uart_buttons_reg; uart_buttons = uart_buttons_reg; // Always ready for incoming uart bytes uart_rx_mac_out_ready = 1; // Overwrite buffer as they arrive if(uart_rx_mac_word_out.valid) { uart_buttons_reg = uart_rx_mac_word_out.data; } } // Capture stable button value in time for frame clock rising edge // Game logic uses OR of buttons or uart data uint4_t buttons_or_uart; #pragma ASYNC_WIRE buttons_or_uart // Read by slow frame clock domain // Transmit out the button value used to update the state MAIN_MHZ(uart_buttons_tx, UART_CLK_MHZ) void uart_buttons_tx() { static uint4_t buttons_or_uart_reg; buttons_or_uart = buttons_or_uart_reg; // Upon rising edge of frame clock, // transmit the buttons_or_uart state that was stable and used by full_update uart_tx_mac_word_in.valid = frame_clock_rising_edge; uart_tx_mac_word_in.data = buttons_or_uart_reg; // TODO if !uart_tx_mac_in_ready then overflow/error // Upon falling edge of frame clock sample the button state // the game will use to update next state at the rising edge if(frame_clock_falling_edge) { // OR of current buttons or current and uart state // is what game logic samples for use buttons_or_uart_reg = buttons | uart_buttons; } } // User input typedef struct user_input_t { uint1_t jump_pressed; uint1_t reset_pressed; }user_input_t; inline user_input_t get_user_input() { user_input_t i; // For now only exists in hardware #ifdef __PIPELINEC__ // Select which buttons and switches do what? i.jump_pressed = buttons_or_uart >> 0; i.reset_pressed = buttons_or_uart >> 3; #else // TODO user IO for running as C code i.jump_pressed = 1; i.reset_pressed = 0; #endif return i; } // Per frame next state comb. logic runnning on frame clock volatile full_state_t state; // The state wire, shared global wire #pragma ASYNC_WIRE state // Async to pixel clock domain where read MAIN_MHZ(frame_logic, FRAME_CLK_MHZ) void frame_logic() { static uint1_t power_on_reset = 1; static full_state_t state_reg; // The state register state = state_reg; // Drives state wire directly // Read user input user_input_t ui = get_user_input(); // Normal next state update state_reg = full_update(state_reg, ui.reset_pressed | power_on_reset, ui.jump_pressed); power_on_reset = 0; } // Helper to isolate static pixel_t buffer register from pixel_logic stateless pipeline typedef struct color_decomp_rgb_buffer_t{ vga_signals_t vga_signals; pixel_t pixel; }color_decomp_rgb_buffer_t; color_decomp_rgb_buffer_t color_decomp_rgb_buffer( uint8_t current_color_channel, uint8_t color_value, vga_signals_t vga_signals ){ color_decomp_rgb_buffer_t o; static pixel_t pixel_reg; o.pixel = pixel_reg; static vga_signals_t vga_signals_reg; o.vga_signals = vga_signals_reg; // Register VGA signals vga_signals_reg = vga_signals; // vga_signals.valid is true when channel=2 // Register one color of pixel at a time if(current_color_channel==0){ pixel_reg.r = color_value; }else if(current_color_channel==1){ pixel_reg.g = color_value; }else{ pixel_reg.b = color_value; } return o; } // Logic running on pixel clock, mostly render_pixel pipeline MAIN_MHZ(pixel_logic, PIXEL_CLK_MHZ) void pixel_logic() { // VGA timing for fixed resolution (maybe overclocked) vga_signals_t vga_signals = vga_timing(); // Use VGA timing to derive frame clock frame_clock_logic(vga_signals.pos.x, vga_signals.pos.y, vga_signals.active & vga_signals.valid); #ifndef COLOR_DECOMP // Render the pixel at x,y pos // Scene is wired in from frame logic domain pixel_t color = render_pixel(vga_signals.pos.x, vga_signals.pos.y); #else #if COLOR_DECOMP == 1 pixel_t color; color = render_pixel(vga_signals.pos.x, vga_signals.pos.y, 0); color.g = color.r; color.b = color.r; #else // R,G,B for this X,Y position serially into in pipeline uint8_t current_color_channel = vga_signals.overclock_counter; // 0,1,2 repeating PIXEL_OVER_CLK_RATIO pixel_t color = render_pixel(vga_signals.pos.x, vga_signals.pos.y, current_color_channel); // Buffer serial R,G,B output from pipeline color_decomp_rgb_buffer_t rgb_buf = color_decomp_rgb_buffer( current_color_channel, color.r, // r channel has selected color value vga_signals ); vga_signals = rgb_buf.vga_signals; color = rgb_buf.pixel; #endif #endif //COLOR_DECOMP // Drive output signals/registers pmod_register_outputs(vga_signals, color); } #include "opt_primitives.c" #include "fp_overloads.c"