Book Image

FPGA Programming for Beginners

By : Frank Bruno
5 (1)
Book Image

FPGA Programming for Beginners

5 (1)
By: Frank Bruno

Overview of this book

Field Programmable Gate Arrays (FPGAs) have now become a core part of most modern electronic and computer systems. However, to implement your ideas in the real world, you need to get your head around the FPGA architecture, its toolset, and critical design considerations. FPGA Programming for Beginners will help you bring your ideas to life by guiding you through the entire process of programming FPGAs and designing hardware circuits using SystemVerilog. The book will introduce you to the FPGA and Xilinx architectures and show you how to work on your first project, which includes toggling an LED. You’ll then cover SystemVerilog RTL designs and their implementations. Next, you’ll get to grips with using the combinational Boolean logic design and work on several projects, such as creating a calculator and updating it using FPGA resources. Later, the book will take you through the advanced concepts of AXI and show you how to create a keyboard using PS/2. Finally, you’ll be able to consolidate all the projects in the book to create a unified output using a Video Graphics Array (VGA) controller that you’ll design. By the end of this SystemVerilog FPGA book, you’ll have learned how to work with FPGA systems and be able to design hardware circuits and boards using SystemVerilog programming.
Table of Contents (16 chapters)
1
Section 1: Introduction to FPGAs and Xilinx Architectures
3
Section 2: Introduction to Verilog RTL Design, Simulation, and Implementation
9
Section 3: Interfacing with External Components

Chapter 4: Let's Build a Calculator

In this chapter, we are going to take our SystemVerilog knowledge of combinational logic and sequential elements to discuss state machine design. We'll look at the classic state machine designs and develop a traffic light controller, a staple of Electrical Engineering (EE) projects.

We've built a controller for a 7-segment display that we can use to show numerical values and we know how to handle button and switch inputs safely. Now, we'll take this knowledge and show how we can define a state machine to keep track of the calculation we want to perform and develop our first truly useful design, a simple calculator capable of entering two 16-bit numbers and adding, subtracting, multiplying, and dividing them, placing the output on the 7-segment display.

Once you've completed this chapter, you should be able to construct simple state machines, use simple state machines to implement algorithms, and understand the basics...