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

Summary

In this chapter, we've seen how we can use our knowledge of SystemVerilog sequential and combinational elements to develop state machines. We've looked at two classical state machine designs and then developed a simple calculator using this knowledge. We also touched on some basic math as well as exploring how to develop an integer divider using SystemVerilog.

We looked at design reuse by implementing a package for our calculator and also reusing the leading ones detector we developed previously.

We briefly went over implementation of our state machine and saw at a high level how we can control our clock speed using a PLL so the design will run on the board.

With this knowledge, you can now look at expanding the calculator. We are currently only handling unsigned numbers. However, it wouldn't be that hard to make it handle signed numbers.

In the next chapter we are going to take a look at some of the board resources. We'll learn how to capture...