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Where Lions Roam: Haskell & Hardware on the VELDT

Table of Contents

  1. Section 1: Introduction & Setup
  2. Section 2: Fiat Lux
    1. Learning to Count
    2. Its a Vibe: PWM
    3. Drive: RGB Primitive
    4. Fiat Lux: Blinker
  3. Section 3: Roar
    1. Serial for Breakfast
    2. UART My Art
    3. Roar: Echo
  4. Section 4: Happylife
    1. DRY PWM
    2. Happylife: UART LED

Clicking on any header within this document will return to Table of Contents

And here were the lions now, fifteen feet away, so real, so feverishly and startlingly real that you could feel the prickling fur on your hand, and your mouth was stuffed with the dusty upholstery smell of their heated pelts, and the yellow of them was in your eyes like the yellow of an exquisite French tapestry, the yellows of lions and summer grass, and the sound of the matted lion lungs exhaling on the silent noontide, and the smell of meat from the panting, dripping mouths.

The Veldt by Ray Bradbury

This is an opinionated guide to hardware design from first principles using Haskell and VELDT. We assume you are using the VELDT FPGA development board available to order from standardsemiconductor.com. We also assume you are using Linux, but this is only for getting the tools setup and running the examples.

The code included in the examples is written in Haskell and compiled to Verilog using Clash. We find hardware design with Haskell to be an enriching experience, and if you are experimenting with HDLs or just starting out with hardware, give it a shot. As hardware designs scale so too does the language and the ability to abstractly compose machines which makes designing them a blast! Visit the VELDT-info repo for instructions on installation and setup of Haskell and Clash tools.

We use the Project IceStorm flow for synthesis, routing, and programming. These are excellent, well-maintained open source tools. For installation and setup instructions visit the VELDT-info repo.

This guide is split into several sections. Each section begins with construction of sub-components then culminates with an application which utilizes the sub-components. Section 2 constructs a simple blinker, the "hello-world" of FPGAs. Section 3 covers serializers and deserializers which are used to construct a UART. Section 4 ties together concepts from the previous sections with a demo of controlling the LED via UART. In the future we hope to add sections which demonstrate how to interact with the memory provided by VELDT, design a simple CPU with a custom ISA, and construct a System-On-Chip (SoC).

By the end of the guide, you will have a library of commonly used hardware components along with a directory of applications demonstrating their usage. The library and demos explained in this guide are available in this repo, see the veldt and demo directories.

Finally, if you have any suggestions, comments, discussions, edits, additions etc. please open an issue in this repo. We value any and all contributions. Let's get started!

The nursery was silent. It was empty as a jungle glade at hot high noon. The walls were blank and two dimensional. Now, as George and Lydia Hadley stood in the center of the room, the walls began to purr and recede into crystalline distance, it seemed, and presently an African veldt appeared, in three dimensions, on all sides, in color reproduced to the final pebble and bit of straw. The ceiling above them became a deep sky with a hot yellow sun.

The Veldt by Ray Bradbury

In this section we start by building a counter then, using the counter, construct a PWM. Equipped with our counter and PWM, we use the RGB LED Driver IP to create our first running application on VELDT; a blinker!

We begin by creating a directory called "veldt" to contain our haskell library:

foo@bar:~/VELDT-getting-started$ mkdir veldt && cd veldt

We use the clash-example-project as a template. Specifically, we copy the bin/, cabal.project, and simple.cabal into our veldt directory. We need to change the project name in the cabal.project and veldt.cabal files from simple to veldt. Additionally, in the veldt.cabal file we add mtl, lens, and interpolate to the build-depends section.

Your cabal.project file should look similar:

packages:
  veldt.cabal

package clash-prelude
  -- 'large-tuples' generates tuple instances for various classes up to the
  -- GHC imposed maximum of 62 elements. This severely slows down compiling
  -- Clash, and triggers Template Haskell bugs on Windows. Hence, we disable
  -- it by default. This will be the default for Clash >=1.4.
  flags: -large-tuples

Your veldt.cabal file should look similar:

cabal-version:       2.4
name:                veldt
version:             0.1
license-file:        LICENSE
author:              Standard Semiconductor
maintainer:          [email protected]
extra-source-files:  CHANGELOG.md

common common-options
  default-extensions:
    BangPatterns
    BinaryLiterals
    ConstraintKinds
    DataKinds
    DefaultSignatures
    DeriveAnyClass
    DeriveDataTypeable
    DeriveFoldable
    DeriveFunctor
    DeriveGeneric
    DeriveLift
    DeriveTraversable
    DerivingStrategies
    InstanceSigs
    KindSignatures
    LambdaCase
    NoStarIsType
    PolyKinds
    RankNTypes
    ScopedTypeVariables
    StandaloneDeriving
    TupleSections
    TypeApplications
    TypeFamilies
    TypeOperators
    ViewPatterns

    -- TemplateHaskell is used to support convenience functions such as
    -- 'listToVecTH' and 'bLit'.
    TemplateHaskell
    QuasiQuotes

    -- Prelude isn't imported by default as Clash offers Clash.Prelude
    NoImplicitPrelude
  ghc-options:
    -Wall -Wcompat
    -haddock
    
    -- Plugins to support type-level constraint solving on naturals
    -fplugin GHC.TypeLits.Extra.Solver
    -fplugin GHC.TypeLits.Normalise
    -fplugin GHC.TypeLits.KnownNat.Solver

    -- Clash needs access to the source code in compiled modules
    -fexpose-all-unfoldings

    -- Worker wrappers introduce unstable names for functions that might have
    -- blackboxes attached for them. You can disable this, but be sure to add
    -- a no-specialize pragma to every function with a blackbox.
    -fno-worker-wrapper
  default-language: Haskell2010
  build-depends:
    base,
    Cabal,
    mtl,
    lens,
    interpolate,
    
    -- clash-prelude will set suitable version bounds for the plugins
    clash-prelude >= 1.2.5 && < 1.5,
    ghc-typelits-natnormalise,
    ghc-typelits-extra,
    ghc-typelits-knownnat
                     
library
        import: common-options
        exposed-modules: Veldt.Counter
        default-language: Haskell2010
        
-- Builds the executable 'clash', with veldt in scope
executable clash
  main-is: bin/Clash.hs
  default-language: Haskell2010
  Build-Depends: base, clash-ghc, veldt
  if !os(Windows)
    ghc-options: -dynamic

-- Builds the executable 'clashi', with veldt in scope
executable clashi
  main-is: bin/Clashi.hs
  default-language: Haskell2010
  if !os(Windows)
    ghc-options: -dynamic
  build-depends: base, clash-ghc, veldt

We won't go through everything about this cabal file, but here are the highlights.

The common-section has three major parts:

  1. default-extensions extends the Haskell language, helps to reduce boilerplate, and cleans up syntax. NoImplicitPrelude is especially important, it says we don't want the standard Haskell prelude imported implicitly. Instead, we want to explicitly import the Clash prelude. More information about language extensions can be found in the GHC users guide.
  2. ghc-options turns on warnings and activates plugins.
  3. build-depends lists our library dependencies. We use monad transformers from mtl and lens to zoom and mutate substates. interpolate is used for inline primitives when we need Yosys to infer hardware IP. base provides standard haskell functions and types. The ghc-typelits... packages are plugins to help the Clash compiler infer and manipulate types.

In the library section we import the common-options and list exposed-modules which are the modules we export from the library to be used in our demos. So far we see Veldt.Counter, we will create a directory Veldt with a file Counter.hs. This will have our counter source code.

The last two parts define executables clash and clashi which we use to invoke the Clash compiler. More information about setting up a Clash project can be found in the clash-starters repository.

Create a directory Veldt with a file Counter.hs.

foo@bar:~/VELDT-getting-started/veldt$ mkdir Veldt && cd Veldt
foo@bar:~/VELDT-getting-started/veldt/Veldt$ touch Counter.hs

Open Counter.hs in your favorite editor. Let's name the module, list the exports and import some useful packages:

module Veldt.Counter
  ( increment
  , incrementWhen
  , incrementUnless
  , decrement
  ) where

import Clash.Prelude

The exported functions define the API for a counter. We want to be able to increment and decrement the counter. Additionally, we provide conditional increment functions incrementWhen and incrementUnless. Often when designing a new module, you won't know beforehand what the "right" API should look like. That's OK, start by writing what you think it should look like, then refactor as needed. The APIs shown throughout this guide were "found" over many months of rewrites and refactoring as the modules were used and combined in different ways. Even after many months, the APIs still change and the modules become more robust over time. Haskell makes it easy to refactor without fear, just let the types guide you; the compiler is your friend!

The increment function returns the successor of the argument while also wrapping around the maximum bound. If the argument is equal to maxBound then return minBound; effectively wrapping around the bound. Otherwise, return the successor of the argument using succ. The decrement function is similar, except the function respects minBound and returns the predecessor using pred.

increment :: (Bounded a, Enum a, Eq a) => a -> a
increment a
  | a == maxBound = minBound
  | otherwise = succ a

decrement :: (Bounded a, Enum a, Eq a) => a -> a
decrement a 
  | a == minBound = maxBound
  | otherwise = pred a

Note, the increment and decrement functions have typeclass constraints (Bounded a, Enum a, Eq a). The compiler will make sure the argument a is an instance of Bounded, Enum, and Eq. The typeclass constraint Bounded says our counter has a minimum and maximum value which gives us minBound and maxBound. Likewise Eq lets us compare equality == and Enum provides succ (successor) and pred (predecessor) functions on our polymorphic type a. Without these constraints the compiler would complain that it could not deduce the required typeclass.

When designing your own counter functions be careful when using succ or pred. For example succ 0 == (1 :: BitVector 8) and pred 4 == (3 :: Index 6), but succ (4 :: Index 5) is undefined and out of bounds because the type Index 5 only has inhabitants 0,1,2,3, and 4; that is why we check for maxBound and minBound states in increment and decrement.

Finally, we use our new increment function to implement a conditional increment incrementWhen and incrementUnless. The former will increment when a predicate is True, the latter when False.

incrementWhen :: (Bounded a, Enum a, Eq a) => (a -> Bool) -> a -> a
incrementWhen p a
  | p a = increment a
  | otherwise = minBound

incrementUnless :: (Bounded a, Enum a, Eq a) => (a -> Bool) -> a -> a
incrementUnless p = incrementWhen (not . p)

Within incrementWhen, we apply our predicate argument p to the counter argument a. If the predicate evaluates to True, we return the incremented the counter value. Otherwise, return the minimum bound. To reduce and reuse code, we implement incrementUnless using incrementWhen and post-compose not to our predicate. Suppose we have incrementUnless (== 3) :: Index 8 -> Index 8, then the counter would be incremented if it does NOT equal 3. However, if the counter does equal 3, then the returned value is 0.

Here is our completed counter:

module Veldt.Counter
  ( increment
  , incrementWhen
  , incrementUnless
  , decrement
  ) where

import Clash.Prelude

-------------
-- Counter --
-------------
increment :: (Bounded a, Enum a, Eq a) => a -> a
increment a
  | a == maxBound = minBound
  | otherwise = succ a          

decrement :: (Bounded a, Enum a, Eq a) => a -> a
decrement a
  | a == minBound = maxBound
  | otherwise = pred a

incrementWhen :: (Bounded a, Enum a, Eq a) => (a -> Bool) -> a -> a
incrementWhen p a
  | p a = increment a
  | otherwise = minBound

incrementUnless :: (Bounded a, Enum a, Eq a) => (a -> Bool) -> a -> a
incrementUnless p = incrementWhen (not . p)

To end this part, we clean and rebuild the library. You should not see any errors.

foo@bar:~/VELDT-getting-started/veldt$ cabal clean
foo@bar:~/VELDT-getting-started/veldt$ cabal build
...
[1 of 1] Compiling Veldt.Counter    ...

You can find the full counter source code here. We can now use our counter API to create a PWM.

Pulse Width Modulation or PWM is used to drive our LED. We use a technique called time proportioning to generate the PWM signal with our counter. To begin let's create a PWM.hs file in the Veldt directory.

foo@bar:~/VELDT-getting-started/veldt/Veldt$ touch PWM.hs

We also need to expose the PWM module with cabal by editing the exposed-modules section of veldt.cabal to include Veldt.PWM.

......
library
	...
        exposed-modules: Veldt.Counter,
	                 Veldt.PWM
	...
......

Now begin editing the PWM.hs file. We start by naming the module, defining our exports, and importing useful packages.

module Veldt.PWM
  ( PWM
  , mkPWM
  , pwm
  , setDuty
  ) where

import Clash.Prelude
import Control.Lens
import Control.Monad.RWS
import Veldt.Counter

We export the type PWM and its smart constructor mkPWM. The monadic API consists of pwm, a PWM action, and a setter setDuty to mutate the duty cycle. In this module we will be using lens to set, modify, and get sub-states. We use the RWS monad from mtl because it allows zooming, magnification, and scribing. Although zooming etc. is not used in this module, it will help composition in the future as our library grows. Finally we import our counter module.

Next we define the PWM type and its constructor. Note how we use makeLenses to automatically create lenses for our PWM type.

data PWM a = PWM
  { _ctr  :: a
  , _duty :: a
  } deriving (NFDataX, Generic)
makeLenses ''PWM

mkPWM :: Bounded a => a -> PWM a
mkPWM = PWM minBound

The PWM state consists of a counter and a value used to control the duty cycle. Also, note that we keep PWM polymorphic. Our smart constructor mkPWM takes an initial duty cycle and creates a PWM with a counter initially set to the minimum bound.

Let's define and implement setDuty which will update the duty cycle and reset the counter.

setDuty :: (Monoid w, Monad m, Bounded a) => a -> RWST r w (PWM a) m ()
setDuty d = do
  duty .= d
  ctr .= minBound

We use the .= lens operator to set the duty cycle and reset the ctr to minBound. We use setDuty to change the duty cycle of the PWM. For example, suppose we have setDuty 25 :: RWST r w (PWM (Index 100)) m (), then the PWM will operate at 25% duty cycle.

Finally, we tackle the pwm function.

pwm :: (Monoid w, Monad m, Ord a, Bounded a, Enum a) => RWST r w (PWM a) m Bit
pwm = do
  d <- use duty
  c <- ctr <<%= increment
  return $ boolToBit $ c < d

First we bind duty to d. Next we increment the ctr and bind it's old value to c with <<%=. Last, we compare c < d, convert the boolToBit, and return the bit. boolToBit simply maps True to 1 :: Bit and False to 0 :: Bit. Because we compare the duty d to the counter c with <, our type signature requires the underlying counter type a to be a member of the Ord typeclass. For example, if we have pwm :: RWST r w (PWM (Index 4)) m Bit and duty is bound to 3 :: Index 4, (75% duty cycle, remember Index 4 has inhabitants 0, 1, 2, 3), the output of pwm when run as a mealy machine would be: ... 1, 1, 1, 0, 1, 1, 1, 0, ... .

Here is the complete PWM.hs source code:

module Veldt.PWM
  ( PWM
  , mkPWM
  , pwm
  , setDuty
  ) where

import Clash.Prelude
import Control.Lens
import Control.Monad.RWS
import Veldt.Counter

---------
-- PWM --
---------
data PWM a = PWM
  { _ctr  :: a
  , _duty :: a
  } deriving (NFDataX, Generic)
makeLenses ''PWM

mkPWM :: Bounded a => a -> PWM a
mkPWM = PWM minBound

setDuty :: (Monoid w, Monad m, Bounded a) => a -> RWST r w (PWM a) m ()
setDuty d = do
  duty .= d
  ctr .= minBound

pwm :: (Monoid w, Monad m, Ord a, Bounded a, Enum a) => RWST r w (PWM a) m Bit
pwm = do
  d <- use duty
  c <- ctr <<%= increment
  return $ boolToBit $ c < d

To end this part, we rebuild the library. You should not see any errors.

foo@bar:~/VELDT-getting-started/veldt$ cabal build
...
[1 of 2] Compiling Veldt.Counter ...
[2 of 2] Compiling Veldt.PWM     ...

You can find the full PWM source code here. In the next part, we use a Clash primitive to infer Lattice RGB Driver IP.

We need one more component before starting our demo, a RGB (Red, Green, Blue) LED Driver. It takes 3 PWM signals (R, G, B) to drive the LED. We use the Verilog template from the Lattice documentation iCE40 LED Driver Usage Guide. Because the RGB Driver is a Lattice IP block, we need our compiled Haskell code to take a certain form in Verilog. When we synthesize the demo, Yosys will infer the Lattice Ice40 RGB Driver IP (SB_RGBA_DRV) from the Verilog code. In order to have Clash use a certain Verilog (or VHDL) code, we write a primitive. This primitive tells the Clash compiler to insert Verilog (or VHDL) instead of compiling our function. Let's begin by creating a directory Ice40 for our Lattice primitives. This will be within the Veldt directory. Then we create a Rgb.hs file which will be our RGB Driver primitive.

foo@bar:~/VELDT-getting-started/veldt$ mkdir Veldt/Ice40 && touch Veldt/Ice40/Rgb.hs

Next add the Veldt.Ice40.Rgb to our veldt.cabal exposed-modules list.

...
exposed-modules: Veldt.Counter,
                 Veldt.PWM,
                 Veldt.Ice40.Rgb
...

Now edit Rgb.hs. We inline the Verilog primitive (meaning we have Verilog and Haskell in the same module), and then wrap it with a function to ease usage. Let's start by naming the module, its exports, and its imports.

module Veldt.Ice40.Rgb
  ( Rgb
  , rgbDriver
  ) where

import Clash.Prelude
import Clash.Annotations.Primitive
import Data.String.Interpolate (i)
import Data.String.Interpolate.Util (unindent)

We export the Rgb type which is the input/output type of our primitive and a wrapper function rgbDriver for the primitive. Additionally we import Clash.Annotations.Primitive which supplies code for writing primitives. Since the primitive will be inlined we use the interpolate package for string interpolation.

Now we create the primitive.

{-# ANN rgbPrim (InlinePrimitive [Verilog] $ unindent [i|
  [ { "BlackBox" :
      { "name" : "Veldt.Ice40.Rgb.rgbPrim"
      , "kind" : "Declaration"
      , "type" :
  "rgbPrim
  :: String         -- current_mode ARG[0]
  -> String         -- rgb0_current ARG[1]
  -> String         -- rgb1_current ARG[2]
  -> String         -- rgb2_current ARG[3]
  -> Signal dom Bit -- pwm_r        ARG[4]
  -> Signal dom Bit -- pwm_g        ARG[5]
  -> Signal dom Bit -- pwm_b        ARG[6]
  -> Signal dom (Bit, Bit, Bit)"
      , "template" :
  "//SB_RGBA_DRV begin
  wire ~GENSYM[RED][0];
  wire ~GENSYM[GREEN][1];
  wire ~GENSYM[BLUE][2];

  SB_RGBA_DRV #(
     .CURRENT_MODE(~ARG[0]),
     .RGB0_CURRENT(~ARG[1]),
     .RGB1_CURRENT(~ARG[2]),
     .RGB2_CURRENT(~ARG[3])
  ) RGBA_DRIVER (
     .CURREN(1'b1),
     .RGBLEDEN(1'b1),
     .RGB0PWM(~ARG[4]),
     .RGB1PWM(~ARG[5]),
     .RGB2PWM(~ARG[6]),
     .RGB0(~SYM[0]),
     .RGB1(~SYM[1]),
     .RGB2(~SYM[2])
  );
 
  assign ~RESULT = {~SYM[0], ~SYM[1], ~SYM[2]};
  //SB_RGBA_DRV end"
      }
    } 
  ]
  |]) #-}

When writing primitives be sure the function name, module name, and black box name all match. The template is Verilog from the Lattice documentation iCE40 LED Driver Usage Guide. The documentation for writing primitives is on the clash-prelude hackage page in the Clash.Annotations.Primitive module. Basically, the SB_RGBA_DRV module takes 3 PWM input signals and outputs 3 LED driver signals. We adopt the style to prefix any primitive functions with Prim. Let's give a Haskell function stub for the primitive.

{-# NOINLINE rgbDriverPrim #-}
rgbPrim
  :: String
  -> String
  -> String
  -> String
  -> Signal dom Bit
  -> Signal dom Bit
  -> Signal dom Bit
  -> Signal dom (Bit, Bit, Bit)
rgbPrim !_ !_ !_ !_ !_ !_ !_ = pure (0, 0, 0)

Although we do not provide a real implementation for the the primitive in Haskell, it is good practice to do so and helps when testing and modeling. We use bang patterns on the arguments to ensure our primitive is strictly evaluated. Also, note the type of rgbPrim matches exactly to the inlined primitive type and has a NOINLINE annotation.

Instead of constantly writing (Bit, Bit, Bit) for our RGB tuple, let's define a type synonym with some tags which are useful when constraining pins.

type Rgb = ("red" ::: Bit, "green" ::: Bit, "blue" ::: Bit)

Finally, using our Rgb type, we wrap the primitive and give it some default parameters.

rgb :: Signal dom Rgb -> Signal dom Rgb
rgb rgbPWM = let (r, g, b) = unbundle rgbPWM
             in rgbPrim "0b0" "0b111111" "0b111111" "0b111111" r g b

unbundle is part of a Signal isomorphism, the other part being bundle. In this case, unbundle maps the type Signal dom (Bit, Bit, Bit) to (Signal dom Bit, Signal dom Bit, Signal dom Bit). The String parameters we give to rgbPrim define the current and mode outputs for the driver. It may be prudent to adjust these parameters depending on the power requirements of your application. It is a good exercise to define a custom current/mode data type and use that in the wrapper rgb for easy usage.

Here is the complete Rgb.hs source code:

module Veldt.Ice40.Rgb
  ( Rgb
  , rgb
  ) where

import Clash.Prelude
import Clash.Annotations.Primitive
import Data.String.Interpolate (i)
import Data.String.Interpolate.Util (unindent)

{-# ANN rgbPrim (InlinePrimitive [Verilog] $ unindent [i|
  [ { "BlackBox" :
      { "name" : "Veldt.Ice40.Rgb.rgbPrim"
      , "kind" : "Declaration"
      , "type" :
  "rgbPrim
  :: String         -- current_mode ARG[0]
  -> String         -- rgb0_current ARG[1]
  -> String         -- rgb1_current ARG[2]
  -> String         -- rgb2_current ARG[3]
  -> Signal dom Bit -- pwm_r        ARG[4]
  -> Signal dom Bit -- pwm_g        ARG[5]
  -> Signal dom Bit -- pwm_b        ARG[6]
  -> Signal dom (Bit, Bit, Bit)"
      , "template" :
  "//SB_RGBA_DRV begin
  wire ~GENSYM[RED][0];
  wire ~GENSYM[GREEN][1];
  wire ~GENSYM[BLUE][2];

  SB_RGBA_DRV #(
     .CURRENT_MODE(~ARG[0]),
     .RGB0_CURRENT(~ARG[1]),
     .RGB1_CURRENT(~ARG[2]),
     .RGB2_CURRENT(~ARG[3])
  ) RGBA_DRIVER (
     .CURREN(1'b1),
     .RGBLEDEN(1'b1),
     .RGB0PWM(~ARG[4]),
     .RGB1PWM(~ARG[5]),
     .RGB2PWM(~ARG[6]),
     .RGB0(~SYM[0]),
     .RGB1(~SYM[1]),
     .RGB2(~SYM[2])
  );
 
  assign ~RESULT = {~SYM[0], ~SYM[1], ~SYM[2]};
  //SB_RGBA_DRV end"
      }
    } 
  ]
  |]) #-}

{-# NOINLINE rgbPrim #-}
rgbPrim
  :: String
  -> String
  -> String
  -> String
  -> Signal dom Bit
  -> Signal dom Bit
  -> Signal dom Bit
  -> Signal dom (Bit, Bit, Bit)
rgbPrim !_ !_ !_ !_ !_ !_ !_ = pure (0, 0, 0)

type Rgb = ("red" ::: Bit, "green" ::: Bit, "blue" ::: Bit)

rgb :: Signal dom Rgb -> Signal dom Rgb
rgb rgbPWM = let (r, g, b) = unbundle rgbPWM
             in rgbPrim "0b0" "0b111111" "0b111111" "0b111111" r g b

To end this part, we rebuild the library. You should not see any errors.

foo@bar:~/VELDT-getting-started/veldt$ cabal build
Building library for veldt-0.1.0.0..
[1 of 3] Compiling Veldt.Counter    ...
[2 of 3] Compiling Veldt.Ice40.Rgb  ...
[3 of 3] Compiling Veldt.PWM        ...

You can find the full RGB Driver source code here. We should mention that Standard Semiconductor also maintains ice40-prim, a library of iCE40 FPGA primitives available on Hackage. It contains the RGB driver along with other primitives for you to use in your own projects. However, this guide is meant to be self-contained so we will continue to use the driver developed in this section. We now move onto creating a blinker.

This is our first demo, we will use our PWM to blink an LED; it will light up red, green, blue, then cycle back to red. Let's begin by setting up a directory for our demos, then setup a blinker demo with cabal:

foo@bar:~/VELDT-getting-started$ mkdir -p demo/blinker && cd demo/blinker

Once again, we use the clash-starters simple project as our starting template. Copy the /bin directory, cabal.project, and simple.cabal. Be sure to update the project name and dependencies.

Your cabal.project file should look similar, note we also include the veldt.cabal file from our library; you may need to change the filepath to veldt.cabal depending on your file locations:

packages:
  blinker.cabal,
  ../../veldt/veldt.cabal

package clash-prelude
  -- 'large-tuples' generates tuple instances for various classes up to the
  -- GHC imposed maximum of 62 elements. This severely slows down compiling
  -- Clash, and triggers Template Haskell bugs on Windows. Hence, we disable
  -- it by default. This will be the default for Clash >=1.4.
  flags: -large-tuples

Your blinker.cabal file should look similar:

cabal-version:       2.4
name:                blinker
version:             0.1.0.0
license-file:        LICENSE
author:              Standard Semiconductor
maintainer:          [email protected]
extra-source-files:  CHANGELOG.md

common common-options
  default-extensions:
    BangPatterns
    BinaryLiterals
    ConstraintKinds
    DataKinds
    DefaultSignatures
    DeriveAnyClass
    DeriveDataTypeable
    DeriveFoldable
    DeriveFunctor
    DeriveGeneric
    DeriveLift
    DeriveTraversable
    DerivingStrategies
    InstanceSigs
    KindSignatures
    LambdaCase
    NoStarIsType
    PolyKinds
    RankNTypes
    ScopedTypeVariables
    StandaloneDeriving
    TupleSections
    TypeApplications
    TypeFamilies
    TypeOperators
    ViewPatterns

    -- TemplateHaskell is used to support convenience functions such as
    -- 'listToVecTH' and 'bLit'.
    TemplateHaskell
    QuasiQuotes

    -- Prelude isn't imported by default as Clash offers Clash.Prelude
    NoImplicitPrelude
  ghc-options:
    -Wall -Wcompat
    -haddock
 
    -- Plugins to support type-level constraint solving on naturals
    -fplugin GHC.TypeLits.Extra.Solver
    -fplugin GHC.TypeLits.Normalise
    -fplugin GHC.TypeLits.KnownNat.Solver

    -- Clash needs access to the source code in compiled modules
    -fexpose-all-unfoldings

    -- Worker wrappers introduce unstable names for functions that might have
    -- blackboxes attached for them. You can disable this, but be sure to add
    -- a no-specialize pragma to every function with a blackbox.
    -fno-worker-wrapper
  default-language: Haskell2010
  build-depends:
    base,
    Cabal,
    mtl,
    lens,
    interpolate,
    veldt,
    
    -- clash-prelude will set suitable version bounds for the plugins
    clash-prelude >= 1.4 && < 1.5,
    ghc-typelits-natnormalise,
    ghc-typelits-extra,
    ghc-typelits-knownnat
                     
library
        import: common-options
        exposed-modules: Blinker
        default-language: Haskell2010

-- Builds the executable 'clash', with blinker in scope
executable clash
  main-is: bin/Clash.hs
  default-language: Haskell2010
  Build-Depends: base, clash-ghc, blinker
  if !os(Windows)
    ghc-options: -dynamic

-- Builds the executable 'clashi', with blinker in scope
executable clashi
  main-is: bin/Clashi.hs
  default-language: Haskell2010
  if !os(Windows)
    ghc-options: -dynamic
  build-depends: base, clash-ghc, blinker

With that out of the way, let's create a Blinker.hs file and open the file with a text editor.

foo@bar:~/VELDT-getting-started/demo/blinker$ touch Blinker.hs

We start by naming our module and importing dependencies.

module Blinker where

import Clash.Prelude
import Clash.Annotations.TH
import Control.Monad.RWS
import Control.Lens hiding (Index)
import qualified Veldt.Counter   as C
import qualified Veldt.PWM       as P
import qualified Veldt.Ice40.Rgb as R

Using qualified imports can help to reduce ambiguity and expedite the process of looking up type signatures. Clash.Annotations.TH includes functions to name the top entity module which is used for synthesis. Both Clash.Prelude and Control.Lens export an Index type. In order to use the prelude Index, we skip importing it from Control.Lens with the hiding keyword. The Haskell wiki has more information concerning imports.

Let's define some types to get a feel for the state space.

type Byte = BitVector 8

data Color = Red | Green | Blue
  deriving (NFDataX, Generic, Show, Eq, Enum, Bounded)

data Blinker = Blinker
  { _color    :: Color
  , _redPWM   :: P.PWM Byte
  , _greenPWM :: P.PWM Byte
  , _bluePWM  :: P.PWM Byte
  , _timer    :: Index 24000000
  } deriving (NFDataX, Generic)
makeLenses ''Blinker

mkBlinker :: Blinker
mkBlinker = Blinker
  { _color    = Red
  , _redPWM   = P.mkPWM 0xFF
  , _greenPWM = P.mkPWM 0
  , _bluePWM  = P.mkPWM 0
  , _timer    = 0
  } 

The blinker needs a color counter, three PWMs (one to drive each RGB signal), and a timer which will indicate when the color should change. We also create the mkBlinker smart constructor which initializes the color to Red and sets the red PWM duty cycle to 0xFF with the other PWM duty cycles to 0 and the timer to 0. We derive Eq, Bounded and Enum (along with the usual NFDataX and Generic) for Color so we can use functions from Veldt.Counter. For example, if we want to change the color from Red to Green, we can use increment. Remember increment also respects bounds, so incrementing the color Blue just wraps back around to Red.

Next, we create a toPWM function to convert a Color into its RGB triple which we use to set the PWM duty cycles.

toPWM :: Color -> (Byte, Byte, Byte)
toPWM Red   = (0xFF, 0,    0   )
toPWM Green = (0,    0xFF, 0   )
toPWM Blue  = (0,    0,    0xFF)

The next function blinkerM is the core of our demo. Here is the implementation.

blinkerM :: RWS r () Blinker R.Rgb
blinkerM = do
  r <- zoom redPWM   P.pwm
  g <- zoom greenPWM P.pwm
  b <- zoom bluePWM  P.pwm
  t <- timer <<%= C.increment
  when (t == maxBound) $ do
    c' <- color <%= C.increment
    let (redDuty', greenDuty', blueDuty') = toPWM c'
    zoom redPWM   $ P.setDuty redDuty'
    zoom greenPWM $ P.setDuty greenDuty'
    zoom bluePWM  $ P.setDuty blueDuty'
  return (r, g, b)

First we run each PWM with pwm and bind the output Bit to r, g, and b. zoom allows us to run a monadic action within larger state.

Next, we increment the timer while binding the old value to t using the <<%= operator.

The clock has a frequency of 12Mhz and the timer increments every cycle therefore counting from 0 to 23,999,999 takes two seconds. When t is equal to maxBound (in this case 23,999,999), we increment the color and bind the new color to c' with <%=. Next we apply toPWM and bind the updated duty cycles. Then, we update each PWM duty cycle using setDuty. Finally, we return the PWM outputs r, g, and b which were bound at the start of blinkerM.

Now we need to run blinkerM as a mealy machine. This requires the use of mealy from the Clash Prelude. mealy takes a transfer function of type s -> i -> (s, o) and an initial state then produces a function of type HiddenClockResetEnable dom => Signal dom i -> Signal dom o.

blinker :: HiddenClockResetEnable dom => Signal dom R.Rgb
blinker = R.rgb $ mealy blinkerMealy mkBlinker $ pure ()
  where
    blinkerMealy s i = let (a, s', ()) = runRWS blinkerM i s
		       in (s', a)

First, we transform our blinkerM :: RWS r () Blinker R.Rgb into a transfer function blinkerMealy with type Blinker -> () -> (Blinker, R.Rgb) using runRWS. We use the unit () to describe no input. Then we use mkBlinker to construct the initial state. Finally, we apply a unit signal as input and apply the mealy output directly to the RGB Driver IP.

Finally, we define the topEntity function which takes a clock as input and outputs a Signal of RGB LED driver.

{-# NOINLINE topEntity #-}
topEntity
  :: "clk" ::: Clock XilinxSystem
  -> "led" ::: Signal XilinxSystem R.Rgb
topEntity clk = withClockResetEnable clk rst enableGen blinker
  where
    rst = unsafeFromHighPolarity $ pure False
makeTopEntityWithName 'topEntity "Blinker"

Note, every top entity function has the NOINLINE annotation. Although this is a Lattice FPGA, it just so happens that the XilinxSystem domain also works. Domains describe things such as reset polarity and clock period and active edge. More information about domains is found in the Clash.Signal module. XilinxSystem specifies active-high resets, therefore we define a rst signal, which is always inactive, by inputting False to unsafeFromHighPolarity.

blinker has a HiddenClockResetEnable constraint so we use withClockResetEnable to expose the clock, reset, and enable signals.

We use the template haskell function makeTopEntityWithName which will generate synthesis boilerplate and name the top module and its ports in Verilog. The inputs and outputs of the topEntity function will be constrained by the Blinker.pcf, or pin constraint file.

Here is the complete Blinker.hs source code:

module Blinker where

import Clash.Prelude
import Clash.Annotations.TH
import Control.Monad.RWS
import Control.Lens hiding (Index)
import qualified Veldt.Counter   as C
import qualified Veldt.PWM       as P
import qualified Veldt.Ice40.Rgb as R

type Byte = BitVector 8

data Color = Red | Green | Blue
  deriving (NFDataX, Generic, Show, Eq, Enum, Bounded)

data Blinker = Blinker
  { _color    :: Color
  , _redPWM   :: P.PWM Byte
  , _greenPWM :: P.PWM Byte
  , _bluePWM  :: P.PWM Byte
  , _timer    :: Index 24000000
  } deriving (NFDataX, Generic)
makeLenses ''Blinker

mkBlinker :: Blinker
mkBlinker = Blinker
  { _color    = Red
  , _redPWM   = P.mkPWM 0xFF
  , _greenPWM = P.mkPWM 0
  , _bluePWM  = P.mkPWM 0
  , _timer    = 0
  }

toPWM :: Color -> (Byte, Byte, Byte)
toPWM Red   = (0xFF, 0,    0   )
toPWM Green = (0,    0xFF, 0   )
toPWM Blue  = (0,    0,    0xFF)

blinkerM :: RWS r () Blinker R.Rgb
blinkerM = do
  r <- zoom redPWM   P.pwm
  g <- zoom greenPWM P.pwm
  b <- zoom bluePWM  P.pwm
  t <- timer <<%= C.increment
  when (t == maxBound) $ do
    c' <- color <%= C.increment
    let (redDuty', greenDuty', blueDuty') = toPWM c'
    zoom redPWM   $ P.setDuty redDuty'
    zoom greenPWM $ P.setDuty greenDuty'
    zoom bluePWM  $ P.setDuty blueDuty'
  return (r, g, b)

blinker :: HiddenClockResetEnable dom => Signal dom R.Rgb
blinker = R.rgb $ mealy blinkerMealy mkBlinker $ pure ()
  where
    blinkerMealy s i = let (a, s', ()) = runRWS blinkerM i s
                       in (s', a)

{-# NOINLINE topEntity #-}
topEntity
  :: "clk" ::: Clock XilinxSystem
  -> "led" ::: Signal XilinxSystem R.Rgb
topEntity clk = withClockResetEnable clk rst enableGen blinker
  where
    rst = unsafeFromHighPolarity $ pure False
makeTopEntityWithName 'topEntity "Blinker"  

We need a .pcf file to connect the FPGA ports to our design ports. Keep in mind that Rgb is annotated with red, green, and blue. Thus, our only input is clk, and our three outputs are led_red, led_green, led_blue. Here is the Blinker.pcf.

set_io clk 35 # iot_46b_g0 12Mhz Xtal

set_io led_blue  41 # rgb2 blue
set_io led_green 40 # rgb1 green
set_io led_red   39 # rgb0 red

The # indicates anything after it is a comment. We provide a default pin constraint file with helpful comments in the demo directory; just remove the first # and change the pin name to suit your design.

Finally, we provide a Makefile along with a generic version in the demo directory. This automates building the Haskell code with cabal, compiling with Clash, synthesizing with Yosys, place-and-route with NextPNR, bitstream packing with icepack, and bitstream programming with iceprog. Specifically, make build just calls cabal build, make will build with cabal, synthesize, and place-and-route. make prog will program the bitstream to VELDT. make clean cleans synthesis files while make clean-all will also clean the cabal build cache. Information about automatic variables such as $< and $@ can be found here. Be sure TOP is assigned the same value as provided to makeTopEntityWithName.

TOP := Blinker

all: $(TOP).bin

$(TOP).bin: $(TOP).asc
	icepack $< $@

$(TOP).asc: $(TOP).json $(TOP).pcf 
	nextpnr-ice40 --up5k --package sg48 --pcf $(TOP).pcf --asc $@ --json $<

$(TOP).json: $(TOP).hs
	cabal run clash --write-ghc-environment-files=always -- $(TOP) --verilog
	yosys -q -p "synth_ice40 -top $(TOP) -json $@ -abc2" verilog/$(TOP).topEntity/*.v

prog: $(TOP).bin
	iceprog $<

build: $(TOP).hs
	cabal build $<

clean:
	rm -rf verilog/
	rm -f $(TOP).json
	rm -f $(TOP).asc
	rm -f $(TOP).bin
	rm -f *~
	rm -f *.hi
	rm -f *.o
	rm -f *.dyn_hi
	rm -f *.dyn_o

clean-all:
	$(MAKE) clean
	cabal clean

.PHONY: all clean clean-all prog build

To end this section, we build, synthesize, place-and-route, pack, and program VELDT. There should be no build errors. Verify your device utilisation looks similar, including usage of SB_RGBA_DRV.

Before programming, make sure VELDT is connected to your computer, the power switch is ON, and the mode switch is set to FLASH. After programming, make sure the LED blinks with the correct color order with the intended 2 second period. If the CDONE LED is not illuminated blue, try pressing the reset button and/or toggling the power switch. If you have any issues, questions, or suggestions please open a public issue in this repository or contact us privately at [email protected].

foo@bar:~/VELDT-getting-started/demo/blinker$ make clean-all && make prog
.....
Info: Device utilisation:
Info: 	         ICESTORM_LC:   161/ 5280     3%
Info: 	        ICESTORM_RAM:     0/   30     0%
Info: 	               SB_IO:     1/   96     1%
Info: 	               SB_GB:     3/    8    37%
Info: 	        ICESTORM_PLL:     0/    1     0%
Info: 	         SB_WARMBOOT:     0/    1     0%
Info: 	        ICESTORM_DSP:     0/    8     0%
Info: 	      ICESTORM_HFOSC:     0/    1     0%
Info: 	      ICESTORM_LFOSC:     0/    1     0%
Info: 	              SB_I2C:     0/    2     0%
Info: 	              SB_SPI:     0/    2     0%
Info: 	              IO_I3C:     0/    2     0%
Info: 	         SB_LEDDA_IP:     0/    1     0%
Info: 	         SB_RGBA_DRV:     1/    1   100%
Info: 	      ICESTORM_SPRAM:     0/    4     0%
.....

You can find the blinker demo here. Here is a demo video:

Remarkable how the nursery caught the telepathic emanations of the children’s minds and created life to fill their every desire. The children thought lions, and there were lions. The children thought zebras, and there were zebras. Sun—sun. Giraffes—giraffes.

The Veldt by Ray Bradbury

In this section we start by building a serializer and deserializer. Then, with a serializer and deserializer along with a counter we construct a UART (Universal Asynchronous Receiver Transmitter). Equipped with our UART, we create a demo which echoes its input.

Let's begin by creating a file Serial.hs in the Veldt directory.

foo@bar:~/VELDT-getting-started/veldt$ touch Veldt/Serial.hs

Now expose the module with veldt.cabal. Your exposed-modules section should look similar.

.....
exposed-modules: Veldt.Counter,
		 Veldt.PWM,
		 Veldt.Serial,
		 Veldt.Ice40.Rgb
.....

Let's begin editing the Serial.hs file. Fundamentally, we represent serializers and deserializers with a counter and a Vec from Clash.Sized.Vector. This means we will be able to serialize or deserialize in two directions say left or right e.g. for a deserializer we could add elements at the beginning (left) or end (right) of the Vec. Additionally, we use a flag to indicate whether a deserializer is full or a serializer is empty.

module Veldt.Serial
  ( Direction(..)
  -- Deserializer                                                                             
  , Deserializer
  , mkDeserializer
  , full
  , deserialize
  , get
  , clear
  -- Serializer
  , Serializer
  , mkSerializer
  , empty
  , serialize	
  , peek
  , give
  ) where

import Clash.Prelude hiding (empty)
import Control.Monad.RWS (RWST)
import Control.Lens hiding (Index)
import qualified Veldt.Counter as C

With a deserializer we are able to:

  1. construct it with mkDeserializer
  2. check if it is full
  3. deserialize data, shifting it into the vector and incrementing the counter.
  4. get the Vec of elements of the deserializer
  5. clear the full flag and reset the counter

Similarly with a serializer we are able to:

  1. construct it with mkSerializer
  2. check if it is empty
  3. serialize data, shifting either left or right depending on the direction and incrementing the counter
  4. peek at the element to serialize
  5. give new data to the serializer and reset the counter

Before we dive into the serializer and deserializer, let's first define a Direction type with two inhabitants L and R, representing left and right respectively.

data Direction = L | R
  deriving (NFDataX, Generic)

We start with defining a deserializer state parameterized by its size and the type it can "buffer" along with a smart constructor.

data Deserializer n a = Deserializer
  { _dBuf  :: Vec n a
  , _dFull :: Bool
  , _dCtr  :: Index n
  , _dDir  :: Direction
  } deriving (NFDataX, Generic)
makeLenses ''Deserializer

mkDeserializer :: KnownNat n => a -> Direction -> Deserializer n a
mkDeserializer a = Deserializer (repeat a) False 0

The Deserializer has four components:

  1. a buffer _dBuf which is a Vec to hold the data as it is deserialized
  2. a full flag _dFull which will be set when the deserializer is full
  3. a counter _dCtr with the same "size" as _dBuf, which keeps track of how much data has been deserialized; when the counter is maxBound the deserializer is flagged as full.
  4. a Direction _dDir which indicates whether data is shifted-in to the front or back of _dBuf.

To construct a deserializer we need to specify a default value to initially populate _dBuf and a Direction. Initially, the full flag is set to False and the counter is 0.

Let's implement the deserializer interface.

full :: (Monoid w, Monad m) => RWST r w (Deserializer n a) m Bool
full = use dFull

deserialize :: (Monoid w, Monad m, KnownNat n) => a -> RWST r w (Deserializer n a) m ()
deserialize d = do
  use dDir >>= \case
    R -> dBuf %= (<<+ d)
    L -> dBuf %= (d +>>)
  dFull <~ uses dCtr (== maxBound)
  dCtr %= C.increment
    
get :: (Monoid w, Monad m) => RWST r w (Deserializer n a) m (Vec n a)
get = use dBuf

clear :: (Monoid w, Monad m, KnownNat n) => RWST r w (Deserializer n a) m ()
clear = do
  dFull .= False
  dCtr .= 0

The full function simply returns the dFull value of the current state; True if the deserializer is full or False otherwise. Likewise, the get function returns the dBuf vector of the current state and the clear function sets dFull to False (meaning empty) and resets the dCtr counter to 0.

The most important function deserialize takes a value, then adds it to either the head or tail of the dBuf vector. If the value of dCtr is equal to its maximum bound then set dFull to True, otherwise False. Finally, increment dCtr; remember dCtr will roll over to 0 if equal to max bound. Note <~ sets the target of the lens to the result of a monadic action.

Next, we implement a serializer. Let's start with the state type and constructor.

data Serializer n a = Serializer
  { _sBuf   :: Vec n a
  , _sEmpty :: Bool
  , _sCtr   :: Index n
  , _sDir   :: Direction
  } deriving (NFDataX, Generic)
makeLenses ''Serializer

mkSerializer :: KnownNat n => a -> Direction -> Serializer n a
mkSerializer a = Serializer (repeat a) True 0

The serializer state type is similar to the deserializer except the Bool flag tracks when the serializer is empty (as opposed to full in the deserializer).

Let's implement the serializer interface serialize, peek, give, and empty:

serialize :: (Monoid w, Monad m, KnownNat n) => RWST r w (Serializer n a) m ()
serialize = do
  use sDir >>= \case
    R -> sBuf %= (`rotateRightS` d1)
    L -> sBuf %= (`rotateLeftS`  d1)
  sEmpty <~ uses sCtr (== maxBound)
  sCtr %= C.increment

peek :: (Monoid w, Monad m, KnownNat n) => RWST r w (Serializer (n + 1) a) m a
peek = use sDir >>= \case
  R -> uses sBuf last
  L -> uses sBuf head

give :: (Monoid w, Monad m, KnownNat n) => Vec n a -> RWST r w (Serializer n a) m ()
give v = do
  sBuf .= v
  sEmpty .= False
  sCtr .= 0

empty :: (Monoid w, Monad m) => RWST r w (Serializer n a) m Bool
empty = use sEmpty

empty is similar to full, in that we just return the flag. give first sets the buffer to the function input v, then sets the empty flag to false (meaning the serializer is full) and finally we reset the counter to 0. peek returns either the head or last element of the buffer, depending on the serializer direction. This is useful because sometimes we just want to know what value to serialize without actually changing the underlying buffer. If we do want to update the underlying buffer, use serialize which rotates the buffer depending on the direction, then updates the empty flag, and finally increments the counter.

Here is the complete Serial.hs source code:

module Veldt.Serial
  ( Direction(..)
  -- Deserializer
  , Deserializer
  , mkDeserializer
  , full
  , deserialize
  , get
  , clear
  -- Serializer
  , Serializer
  , mkSerializer
  , empty
  , serialize
  , peek
  , give
  ) where

import Clash.Prelude hiding (empty)
import Control.Monad.RWS (RWST)
import Control.Lens hiding (Index)
import qualified Veldt.Counter as C

data Direction = L | R
  deriving (NFDataX, Generic)

------------------                                                                            
-- Deserializer --                                                                            
------------------     
data Deserializer n a = Deserializer
  { _dBuf  :: Vec n a
  , _dFull :: Bool
  , _dCtr  :: Index n
  , _dDir  :: Direction
  } deriving (NFDataX, Generic)
makeLenses ''Deserializer

mkDeserializer :: KnownNat n => a -> Direction -> Deserializer n a
mkDeserializer a = Deserializer (repeat a) False 0

full :: (Monoid w, Monad m) => RWST r w (Deserializer n a) m Bool
full = use dFull

deserialize :: (Monoid w, Monad m, KnownNat n) => a -> RWST r w (Deserializer n a) m ()
deserialize d = do
  use dDir >>= \case
    R -> dBuf %= (<<+ d)
    L -> dBuf %= (d +>>)
  dFull <~ uses dCtr (== maxBound)
  dCtr %= C.increment
    
get :: (Monoid w, Monad m) => RWST r w (Deserializer n a) m (Vec n a)
get = use dBuf

clear :: (Monoid w, Monad m, KnownNat n) => RWST r w (Deserializer n a) m ()
clear = do
  dFull .= False
  dCtr .= 0

----------------
-- Serializer --
----------------
data Serializer n a = Serializer
  { _sBuf   :: Vec n a
  , _sEmpty :: Bool
  , _sCtr   :: Index n
  , _sDir   :: Direction
  } deriving (NFDataX, Generic)
makeLenses ''Serializer

mkSerializer :: KnownNat n => a -> Direction -> Serializer n a
mkSerializer a = Serializer (repeat a) True 0

serialize :: (Monoid w, Monad m, KnownNat n) => RWST r w (Serializer n a) m ()
serialize = do
  use sDir >>= \case
    R -> sBuf %= (`rotateRightS` d1)
    L -> sBuf %= (`rotateLeftS`  d1)
  sEmpty <~ uses sCtr (== maxBound)
  sCtr %= C.increment

peek :: (Monoid w, Monad m, KnownNat n) => RWST r w (Serializer (n + 1) a) m a
peek = use sDir >>= \case
  R -> uses sBuf last
  L -> uses sBuf head

give :: (Monoid w, Monad m, KnownNat n) => Vec n a -> RWST r w (Serializer n a) m ()
give v = do
  sBuf .= v
  sEmpty .= False
  sCtr .= 0

empty :: (Monoid w, Monad m) => RWST r w (Serializer n a) m Bool
empty = use sEmpty

To end this part, we rebuild the library. There should not be any errors.

foo@bar:~/VELDT-getting-started/veldt$ cabal build
...
Building library for veldt-0.1.0.0..
[1 of 4] Compiling Veldt.Counter ...
[2 of 4] Compiling Veldt.Ice40.Rgb ...
[3 of 4] Compiling Veldt.PWM ...
[4 of 4] Compiling Veldt.Serial ...

In the next part we develop a UART.

Before diving into this section, it may be helpful to familiarize yourself with UART by browsing the Wikipedia page. Let's create a Uart.hs file.

foo@bar:~/VELDT-getting-started/veldt$ touch Veldt/Uart.hs

Next add the Veldt.Uart module to our veldt.cabal exposed-modules list:

...
exposed-modules: Veldt.Counter,
                 Veldt.PWM,
                 Veldt.Serial,
                 Veldt.Uart,
                 Veldt.Ice40.Rgb
...

Now open Uart.hs with a text editor. We begin by naming the module, specifying the API, and importing dependencies.

module Veldt.Uart
  ( Rx(Rx)
  , unRx
  , Tx(Tx)
  , unTx
  , Byte
  , Uart
  , mkUart
    -- API  
  , read
  , write
  ) where

import Clash.Prelude hiding (read)
import Control.Monad.RWS
import Control.Lens hiding ((:>))
import qualified Veldt.Counter as C
import qualified Veldt.Serial  as S

The API consists of read and write which will receive and transmit Bytes over the Tx and Rx wires. We also export the Uart type and its smart constructor mkUart. In order to implement the API we will need a Counter for the baud rate and a serializer and deserializer for receiving and transmitting bits, so we import the Veldt.Counter and Veldt.Serial modules. Let's define some types:

type Byte = BitVector 8

newtype Rx = Rx { unRx :: Bit }
newtype Tx = Tx { unTx :: Bit }

instance Semigroup Tx where
  Tx tx <> Tx tx' = Tx $ tx .&. tx'

instance Monoid Tx where
  mempty = Tx 1

We want to be able to read and write bytes over UART so first we define a Byte type synonym for BitVector 8 to save some keystrokes. Next we define the Rx and Tx newtypes which wrap Bit. Defining Tx as a newtype over Bit is important because we want to use it with the writer monad of RWS. The writer monad has a Monoid constraint so we make Tx an instance of Semigroup and Monoid. The Tx semigroup uses .&. (bitwise AND) as its product and 1 as its unit. We use 1 as the unit because when the UART is idle, it should drive the tx line high, indicating there is nothing to send. We now move onto creating a transmitter. Let's start by defining its types.

data TxFsm = TxStart | TxSend
  deriving (NFDataX, Generic)

data Transmitter = Transmitter
  { _txSer  :: S.Serializer 10 Bit
  , _txBaud :: Unsigned 16
  , _txCtr  :: Unsigned 16
  , _txFsm  :: TxFsm
  }
  deriving (NFDataX, Generic)
makeLenses ''Transmitter

mkTransmitter :: Unsigned 16 -> Transmitter
mkTransmitter b = Transmitter
  { _txSer  = S.mkSerializer 0 S.R
  , _txBaud = b
  , _txCtr  = 0
  , _txFsm  = TxStart
  }

The transmission of a byte occurs over two states. We represent the states TxStart and TxSend as the TxFsm type. The TxStart state will setup the transmission then the TxSend state will serialize a frame. Finite state machines are very easy and expressive with Haskell and we use the pattern for both transmitting and receiving bytes. Now that we have our machine states, we can define the Transmitter state. It has four components:

  1. a serializer _txSer which we use to transmit a frame one bit at a time
  2. a baud rate _txBaud which determines how many clock cycles each bit requires for transmission.
  3. a counter _txCtr which acts as the timer to count clock cycles for each bit.
  4. a finite state machine _txFsm which indicates the state the transmitter is in currently; either TxStart or TxSend.

Let's also define a Transmitter smart constructor mkTransmitter. It will take a baud rate as input. Note, _txSer is a right serializer, _txCtr starts at zero, and the initial _txFsm state is TxStart.

We now implement the transmit function:

transmit :: Byte -> RWS r Tx Transmitter Bool
transmit byte = use txFsm >>= \case
  TxStart -> do
    zoom txSer $ S.give $ bv2v $ frame byte
    txCtr .= 0
    txFsm .= TxSend
    return False
  TxSend -> do
    zoom txSer S.peek >>= tell . Tx
    baud <- use txBaud
    ctrDone <- uses txCtr (== baud)
    txCtr %= C.incrementUnless (== baud)
    if ctrDone
      then do
        zoom txSer S.serialize
        serEmpty <- zoom txSer S.empty
        when serEmpty $ txFsm .= TxStart
        return serEmpty
      else return False
      
frame :: Byte -> BitVector 10
frame b = (1 :: BitVector 1) ++# b ++# (0 :: BitVector 1)

We do case analysis on txFsm:

  1. If txFsm is TxStart we frame the input byte, transform it into a Vec of Bits (note this reverses the bits), then give it to the serializer _txSer. We also set the counter _txCtr to zero, update txFsm to the TxSend state, and return False which indicates the transmit is in progress.
  2. If txFsm is TxSend, first we peek at the current bit to serialize, wrap it in a Tx type, then pass it to tell which transmits the bit via the writer monad. Then we update the baud counter txCtr. If the baud counter is done then we serialize. Then if txSer is empty, set txFsm back to TxStart, and return the empty flag. When the serializer is empty, transmit returns True (indicating the transmission is finished). If the baud counter is not done, return False (indicating transmission is busy).

Note, we have to frame a byte before sending it, this means adding a start bit and an end bit. The start bit is 0 and the end bit is 1. Our frame function takes into account that bv2v reverses the bits, thus the start bit in frame is added to the end of the byte and the stop bit is added to the beginning.

Next we tackle the receiver, beginning with the types:

data RxFsm = RxIdle | RxStart | RxRecv | RxStop
  deriving (NFDataX, Generic)

data Receiver = Receiver
  { _rxDes  :: S.Deserializer 8 Bit
  , _rxBaud :: Unsigned 16
  , _rxCtr  :: Unsigned 16
  , _rxFsm  :: RxFsm
  }
  deriving (NFDataX, Generic)
makeLenses ''Receiver

mkReceiver :: Unsigned 16 -> Receiver
mkReceiver b = Receiver
  { _rxDes  = S.mkDeserializer 0 S.L
  , _rxBaud = b
  , _rxCtr  = 0
  , _rxFsm  = RxIdle
  }

The receiver is a four-state finite-state machine (FSM). The receiver state has four parts, each of which are made into lenses with makeLenses:

  1. an 8-bit deserializer _rxDes to buffer incoming bits from the RX wire.
  2. a baud rate _rxBaud
  3. a baud counter _rxCtr
  4. a fsm _rxFsm

We define a smart constructor mkReceiver which only takes a baud rate. It intializes the deserializer with direction left L, and all bits are zero. It sets the baud rate to the input. The baud counter _rxCtr starts at zero and the _rxFsm FSM starts in the RxIdle state.

Now we define and implement the receiver:

receive :: Monoid w => RWS Rx w Receiver (Maybe Byte)
receive = use rxFsm >>= \case
  RxIdle ->  do
    rxLow <- asks $ (== low) . unRx
    when rxLow $ do
      rxCtr %= C.increment
      rxFsm .= RxStart
    return Nothing
  RxStart -> do
    rxLow <- asks $ (== low) . unRx
    baudHalf <- uses rxBaud (`shiftR` 1)
    ctrDone <- uses rxCtr (== baudHalf)
    rxCtr %= C.incrementUnless (== baudHalf)
    when ctrDone $ if rxLow
      then rxFsm .= RxRecv
      else rxFsm .= RxIdle
    return Nothing
  RxRecv -> do
    ctrDone <- countBaud
    when ctrDone $ do
      i <- asks unRx
      zoom rxDes $ S.deserialize i
      full <- zoom rxDes S.full
      when full $ rxFsm .= RxStop
    return Nothing
  RxStop -> do
    ctrDone <- countBaud
    if ctrDone
      then do
        byte <- v2bv <$> zoom rxDes S.get
        zoom rxDes S.clear
        rxFsm .= RxIdle
        return $ Just byte
      else return Nothing
  where
    countBaud = do
      baud <- use rxBaud
      ctrDone <- uses rxCtr (== baud)
      rxCtr %= C.incrementUnless (== baud)
      return ctrDone

Note the countBaud function, it gets the baud rate _rxBaud and checks if it is equal to _rxCtr, binding the result to ctrDone. If the counter is not equal to the baud rate, we increment. Finally, the function returns ctrDone. This function is used in each of the receiver states to indicate when to sample the RX wire.

The receiver starts with case analysis on _rxFsm:

  1. RxIdle is the initial state. We simply wait until the RX wire goes low. When this happens, the receiver increments it's baud counter and sets _rxFsm to RxStart. This state always returns Nothing because there is no byte received yet.
  2. RxStart verifies the start bit. It waits until the _rxCtr is half the baud rate then checks if the RX wire is still low. If the RX wire is still low, we set _rxFsm to the next state RxRecv, otherwise the receiver should go back to idling due to an inconsistent start bit. Note when the counter reaches half the baud rate, using incrementUnless (== baudHalf) will reset the _rxCtr to zero. This state always returns Nothing because there is no byte received yet.
  3. RxRecv counts up to the baud rate with countBaud. When ctrDone is true, we sample the RX wire and deserialize it. If the deserializer is full, then we set _rxFsm to RxStop, otherwise we will stay in the RxRecv state to sample another bit. This state always returns Nothing because we have not yet counted the stop bit.
  4. RxStop counts up to the baud rate with countBaud. When ctrDone is false, we return Nothing because the stop bit has not yet been verified. When ctrDone is true, we retrieve the byte from the deserializer, clear the deserializer for further use, set _rxFsm back to RxIdle, and return Just the byte.
RX             Start   Bit 0    Bit1    Bit2   Bit3     Bit4    Bit5    Bit6   Bit7    Stop
---------------       ---------               -------- ------- ------- --------       -----------------
              |_______|       |_______ _______|                               |_______|
           <^RxIdle       ^RxRecv         ^RxRecv         ^RxRecv         ^RxRecv         ^RxStop > RxIdle
	          ^RxStart        ^RxRecv        ^RxRecv          ^RxRecv         ^RxRecv
                           

Note that we sample in the "middle" of each bit. This helps to guarantee that our UART doesn't jumble the bits. Each ^RxRecv will be baudRate clock cycles apart. We will see in the next section how to calculate a working baud rate for our UART given the 12Mhz crystal provided by VELDT.

The last part of the UART module combines both receiver and transmitter and defines a clear API:

data Uart = Uart
  { _receiver    :: Receiver
  , _transmitter :: Transmitter
  }
  deriving (NFDataX, Generic)
makeLenses ''Uart

mkUart :: Unsigned 16 -> Uart
mkUart baud = Uart
  { _receiver    = mkReceiver baud
  , _transmitter = mkTransmitter baud
  }

read :: Monoid w => RWS Rx w Uart (Maybe Byte)
read = zoom receiver receive

write :: Byte -> RWS r Tx Uart Bool
write = zoom transmitter . transmit

The Uart state type consists of a receiver and a transmitter. We define a smart constructor mkUart which takes a baud rate and constructs both the receiver and transmitter with the same baud rate. Next we define a read function which just zooms into the receiver. When the read function is busy it returns Nothing, when it has a byte it returns Just that byte. Finally, the write function zooms into the transmitter. It returns False when busy sending and True when it is done.

Here is the full Uart.hs source code:

module Veldt.Uart
  ( Rx(Rx)
  , unRx
  , Tx(Tx)
  , unTx
  , Byte
  , Uart
  , mkUart
  , read
  , write
  ) where

import Clash.Prelude hiding (read)
import Control.Monad.RWS
import Control.Lens hiding ((:>))
import qualified Veldt.Counter as C
import qualified Veldt.Serial  as S

type Byte = BitVector 8

newtype Rx = Rx { unRx :: Bit }
newtype Tx = Tx { unTx :: Bit }

instance Semigroup Tx where
  Tx tx <> Tx tx' = Tx $ tx .&. tx'

instance Monoid Tx where
  mempty = Tx 1

-----------------
-- Transmitter --
-----------------
data TxFsm = TxStart | TxSend
  deriving (NFDataX, Generic)

data Transmitter = Transmitter
  { _txSer  :: S.Serializer 10 Bit
  , _txBaud :: Unsigned 16
  , _txCtr  :: Unsigned 16
  , _txFsm  :: TxFsm
  }
  deriving (NFDataX, Generic)
makeLenses ''Transmitter

mkTransmitter :: Unsigned 16 -> Transmitter
mkTransmitter b = Transmitter
  { _txSer  = S.mkSerializer 0 S.R
  , _txBaud = b
  , _txCtr  = 0
  , _txFsm  = TxStart
  }

transmit :: Byte -> RWS r Tx Transmitter Bool
transmit byte = use txFsm >>= \case
  TxStart -> do
    zoom txSer $ S.give $ bv2v $ frame byte
    txCtr .= 0
    txFsm .= TxSend
    return False
  TxSend -> do
    zoom txSer S.peek >>= tell . Tx
    baud <- use txBaud
    ctrDone <- uses txCtr (== baud)
    txCtr %= C.incrementUnless (== baud)
    if ctrDone
      then do
        zoom txSer S.serialize
        serEmpty <- zoom txSer S.empty
        when serEmpty $ txFsm .= TxStart
        return serEmpty
      else return False
      
frame :: Byte -> BitVector 10
frame b = (1 :: BitVector 1) ++# b ++# (0 :: BitVector 1)

--------------
-- Receiver --
--------------
data RxFsm = RxIdle | RxStart | RxRecv | RxStop
  deriving (NFDataX, Generic)

data Receiver = Receiver
  { _rxDes  :: S.Deserializer 8 Bit
  , _rxBaud :: Unsigned 16
  , _rxCtr  :: Unsigned 16
  , _rxFsm  :: RxFsm
  }
  deriving (NFDataX, Generic)
makeLenses ''Receiver

mkReceiver :: Unsigned 16 -> Receiver
mkReceiver b = Receiver
  { _rxDes  = S.mkDeserializer 0 S.L
  , _rxBaud = b
  , _rxCtr  = 0
  , _rxFsm  = RxIdle
  }

receive :: Monoid w => RWS Rx w Receiver (Maybe Byte)
receive = use rxFsm >>= \case
  RxIdle ->  do
    rxLow <- asks $ (== low) . unRx
    when rxLow $ do
      rxCtr %= C.increment
      rxFsm .= RxStart
    return Nothing
  RxStart -> do
    rxLow <- asks $ (== low) . unRx
    baudHalf <- uses rxBaud (`shiftR` 1) 
    ctrDone <- uses rxCtr (== baudHalf)
    rxCtr %= C.incrementUnless (== baudHalf)
    when ctrDone $ if rxLow
      then rxFsm .= RxRecv
      else rxFsm .= RxIdle
    return Nothing
  RxRecv -> do
    ctrDone <- countBaud
    when ctrDone $ do
      i <- asks unRx
      zoom rxDes $ S.deserialize i
      full <- zoom rxDes S.full
      when full $ rxFsm .= RxStop
    return Nothing
  RxStop -> do
    ctrDone <- countBaud
    if ctrDone
      then do
        byte <- v2bv <$> zoom rxDes S.get
        zoom rxDes S.clear
        rxFsm .= RxIdle
        return $ Just byte
      else return Nothing
  where
    countBaud = do
      baud <- use rxBaud
      ctrDone <- uses rxCtr (== baud)
      rxCtr %= C.incrementUnless (== baud)
      return ctrDone

----------
-- Uart --
----------
data Uart = Uart
  { _receiver    :: Receiver
  , _transmitter :: Transmitter
  }
  deriving (NFDataX, Generic)
makeLenses ''Uart

mkUart :: Unsigned 16 -> Uart
mkUart baud = Uart
  { _receiver    = mkReceiver baud
  , _transmitter = mkTransmitter baud
  }

read :: Monoid w => RWS Rx w Uart (Maybe Byte)
read = zoom receiver receive

write :: Byte -> RWS r Tx Uart Bool
write = zoom transmitter . transmit

To end this part, we rebuild the library. There should not be any errors.

foo@bar:~/VELDT-getting-started/veldt$ cabal build
...
Building library for veldt-0.1.0.0..
[1 of 4] Compiling Veldt.Counter ...
[2 of 4] Compiling Veldt.Ice40.Rgb ...
[3 of 4] Compiling Veldt.PWM ...
[4 of 4] Compiling Veldt.Serial ...
[5 of 5] Compiling Veldt.UART ...

In the next part we demo our UART!

It's time to demonstrate usage of our UART! We will have it echo our input. First setup the echo project directory, we use blinker as our template. We need to copy bin/, cabal.project, and blinker.cabal, along with Makefile_generic and pcf_generic and rename the package to echo.

foo@bar:~/VELDT-getting-started/demo$ mkdir echo && cd echo
foo@bar:~/VELDT-getting-started/demo/echo$ cp -r ../blinker/bin/ .
foo@bar:~/VELDT-getting-started/demo/echo$ cp ../blinker/cabal.project .
foo@bar:~/VELDT-getting-started/demo/echo$ cp ../blinker/blinker.cabal echo.cabal
foo@bar:~/VELDT-getting-started/demo/echo$ cp ../Makefile_generic Makefile
foo@bar:~/VELDT-getting-started/demo/echo# cp ../pcf_generic Echo.pcf

Update the cabal.project file to use our echo.cabal file. Your cabal.project file should look similar:

packages:
  echo.cabal,
  ../../veldt/veldt.cabal

package clash-prelude
  -- 'large-tuples' generates tuple instances for various classes up to the
  -- GHC imposed maximum of 62 elements. This severely slows down compiling
  -- Clash, and triggers Template Haskell bugs on Windows. Hence, we disable
  -- it by default. This will be the default for Clash >=1.4.
  flags: -large-tuples

Update the echo.cabal file and replace the blinker package name with echo, be sure to update the exposed module to Echo as well. Your echo.cabal file should look similar:

cabal-version:       2.4
name:                echo
version:             0.1.0.0
license-file:        LICENSE
author:              Standard Semiconductor
maintainer:          [email protected]
extra-source-files:  CHANGELOG.md

common common-options
  default-extensions:
    BangPatterns
    BinaryLiterals
    ConstraintKinds
    DataKinds
    DefaultSignatures
    DeriveAnyClass
    DeriveDataTypeable
    DeriveFoldable
    DeriveFunctor
    DeriveGeneric
    DeriveLift
    DeriveTraversable
    DerivingStrategies
    InstanceSigs
    KindSignatures
    LambdaCase
    NoStarIsType
    PolyKinds
    RankNTypes
    ScopedTypeVariables
    StandaloneDeriving
    TupleSections
    TypeApplications
    TypeFamilies
    TypeOperators
    ViewPatterns

    -- TemplateHaskell is used to support convenience functions such as
    -- 'listToVecTH' and 'bLit'.
    TemplateHaskell
    QuasiQuotes

    -- Prelude isn't imported by default as Clash offers Clash.Prelude
    NoImplicitPrelude
  ghc-options:
    -Wall -Wcompat
    -haddock

    -- Plugins to support type-level constraint solving on naturals
    -fplugin GHC.TypeLits.Extra.Solver
    -fplugin GHC.TypeLits.Normalise
    -fplugin GHC.TypeLits.KnownNat.Solver

    -- Clash needs access to the source code in compiled modules
    -fexpose-all-unfoldings

    -- Worker wrappers introduce unstable names for functions that might have
    -- blackboxes attached for them. You can disable this, but be sure to add
    -- a no-specialize pragma to every function with a blackbox.
    -fno-worker-wrapper
  default-language: Haskell2010
  build-depends:
    base,
    Cabal,
    mtl,
    lens,
    interpolate,
    veldt,
    
    -- clash-prelude will set suitable version bounds for the plugins
    clash-prelude >= 1.4 && < 1.5,
    ghc-typelits-natnormalise,
    ghc-typelits-extra,
    ghc-typelits-knownnat
                     
library
        import: common-options
        exposed-modules: Echo
        default-language: Haskell2010

-- Builds the executable 'clash', with echo in scope
executable clash
  main-is: bin/Clash.hs
  default-language: Haskell2010
  Build-Depends: base, clash-ghc, echo
  if !os(Windows)
    ghc-options: -dynamic

-- Builds the executable 'clashi', with echo in scope
executable clashi
  main-is: bin/Clashi.hs
  default-language: Haskell2010
  if !os(Windows)
    ghc-options: -dynamic
  build-depends: base, clash-ghc, echo

Finally, update Makefile, we will call our toplevel module Echo. Your Makefile should look similar:

TOP := Echo

all: $(TOP).bin

$(TOP).bin: $(TOP).asc
	icepack $< $@

$(TOP).asc: $(TOP).json $(TOP).pcf 
	nextpnr-ice40 --up5k --package sg48 --pcf $(TOP).pcf --asc $@ --json $<

$(TOP).json: $(TOP).hs
	cabal run clash --write-ghc-environment-files=always -- $(TOP) --verilog
	yosys -q -p "synth_ice40 -top $(TOP) -json $@ -abc2" verilog/$(TOP).topEntity/*.v

prog: $(TOP).bin
	iceprog $<

build: $(TOP).hs
	cabal build $<

clean:
	rm -rf verilog/
	rm -f $(TOP).json
	rm -f $(TOP).asc
	rm -f $(TOP).bin
	rm -f *~
	rm -f *.hi
	rm -f *.o
	rm -f *.dyn_hi
	rm -f *.dyn_o

clean-all:
	$(MAKE) clean
	cabal clean

.PHONY: all clean clean-all prog build

Create the Echo.hs source file and then open it with your favorite text editor. Let's begin with declaring the module, imports and a language extension:

{-# LANGUAGE LambdaCase #-}
module Echo where

import Clash.Prelude
import Clash.Annotations.TH
import Control.Monad.RWS
import Control.Lens
import qualified Veldt.Uart as U

First, we use LambdaCase which saves a few keystrokes when doing case analysis on the finite-state machine. Next, we define the module and declare imports. We have used most of these imports before so I will not go into detail but note we import Veldt.Uart as qualified, so anytime we want to use something from our Uart module we need to prefix it with U.. This is a stylistic choice, though it can help organize imports and avoid any overlapping function or type names.

Our echo demo reads a byte, then writes that same byte. We will need three stateful elements:

  1. The FSM which indicates whether we are currently reading a byte or writing a byte.
  2. The UART state.
  3. A byte to save between reads and writes.

Let's define our state space:

data Fsm = Read | Write
  deriving (Generic, NFDataX)

data Echo = Echo
  { _byte :: BitVector 8
  , _uart :: U.Uart
  , _fsm  :: Fsm
  } deriving (Generic, NFDataX)
makeLenses ''Echo

mkEcho :: Echo
mkEcho = Echo
  { _byte = 0
  , _uart = U.mkUart 624
  , _fsm  = Read
  }

We also declare a smart constructor mkEcho which initializes our state. The byte is filled with a dummy value 0 and the _fsm is set to Read because the echo starts in the reading state. Most important is how we chose 624 when constructing the UART; it is integral to the correct functioning and timing of the UART. We will be running the demo with a clock frequency of 12Mhz and the desired baud rate is 19200. 12 000 000 / 19 200 = 625, so we count from 0 - 624 inclusive between bit samples. The key is to select a baud rate which is compatible with the clock frequency. 12Mhz and 19 200 are compatible because 19 200 divides 12 000 000 without remainder. In reality UART can handle a slight mismatch, but it must remain under a certain threshold.

Now that we have our types, let's implement the echo:

echoM :: RWS U.Rx U.Tx Echo ()
echoM = use fsm >>= \case
  Read -> do
    rM <- zoom uart U.read
    forM_ rM $ \r -> do
      byte .= r
      fsm .= Write
  Write -> do
    w <- use byte
    done <- zoom uart $ U.write w
    when done $ fsm .= Read

First we do case analysis on the fsm value.

  1. Read: U.read returns a Maybe (BitVector 8). When it is a Just r value (meaning the read is complete), we save r in byte and update the fsm to Write.
  2. Write: First get the byte then write it. U.write returns a Bool which indicates the status of the write. When done is True, we know the UART write has completed and we set the fsm to Read.

Now we run echoM and lift it into the Signal domain:

echo
  :: HiddenClockResetEnable dom
  => Signal dom Bit
  -> Signal dom Bit
echo = echoMealy <^> mkEcho
  where
    echoMealy s i = let ((), s', tx) = runRWS echoM (U.Rx i) s
                    in (s', U.unTx tx)

<^> is the infix version of mealy; it takes two arguments

  1. the transfer function s -> i -> (s, o)
  2. the initial state

<^> returns a function Signal dom i -> Signal dom o. The initial state is just mkEcho. The transfer function is echoMealy which runs echoM with runRWS :: RWS r w s a -> r -> s -> (a, s, w) then reformats the output to fit the transfer function type. Note we also wrap rx and tx with their respective newtypes.

Finally we define the topEntity:

{-# NOINLINE topEntity #-}
topEntity
  :: "clk" ::: Clock XilinxSystem
  -> "rx"  ::: Signal XilinxSystem Bit
  -> "tx"  ::: Signal XilinxSystem Bit
topEntity clk = withClockResetEnable clk rst enableGen echo
  where
    rst = unsafeFromHighPolarity $ pure False
makeTopEntityWithName 'topEntity "Echo"

We annotate the inputs and outputs for easy usage with our pin constraint file. Additionally, makeTopEntityWithName from Clash.Annotations.TH automatically annotates our function with specified input, output, and module names.

Next, edit the Echo.pcf file to match our topEntity declaration. We only need three pins so we remove the ones we don't need. The generic_pcf.pcf which we copied from has all the pins and helpful comments to discern their function. We need pin 35 12Mhz Xtal (12Mhz crystal oscillator) for clk. We need pin 17 for tx and pin 15 for rx. Note # starts a comment. Your Echo.pcf file should look similar:

set_io tx 17 # iob_33b_spi_wi  ice_bowi uart_tx
set_io rx 15 # iob_34a_spi_wck ice_wck  uart_rx

set_io clk 35 # iot_46b_g0 12Mhz Xtal

You can view the Functional Diagram of the VELDT board to understand how these pins connect to the rest of the board.

Before we test out our demo, we need a way to communicate with the VELDT from our computer via UART. For this demo we use Minicom, a text-based serial port communications program though any serial communcations program should work; just make sure it is configured with the correct port, protocol and baud rate!

First install minicom:

foo@bar:~$ sudo apt install -y minicom

Now we need to discover the name of the serial port. Plug in the VELDT to your computer via USB port.

foo@bar:~$ dmesg | grep tty
...
... FTDI USB Serial Device converter now attached to ttyUSB0

Locate the name of the port; on my computer it is ttyUSB0.

Now we can setup minicom:

foo@bar:~$ sudo minicom -s

This should bring you into the minicom setup. Use the arrow keys to select Serial port setup. Press Enter. Make sure Serial Device matches the device we just found, if not press a then type /dev/YOURDEVICEHERE followed by Enter, on my computer it is /dev/ttyUSB0. Next make sure Bps/Par/Bits is set to 19200 8N1. If not, press e, then use a or b to set the Speed to 19200. Then press q to set the parity and data to 8N1. Press Enter when finished. Then press Enter again to finish serial port setup. Use the arrow keys to select Screen and Keyboard. To make things easier, we want to set Local Echo to Yes by toggling q, and set Line Wrap to Yes by toggling r. Press enter to finish. Finally use the arrow keys to select Save setup as dfl, which saves this setup as the default setup. Now Exit from Minicom.

It's time to run our demo! Make sure the VELDT is plugged in via USB. The power switch (white) should be ON, the program switch (black) should be FLASH. The power indicator LED should be illuminated red.

foo@bar:~/VELDT-getting-started/demo/echo$ make prog

You should see a similar device utilisation:

Info: Device utilisation:
Info: 	         ICESTORM_LC:   178/ 5280     3%
Info: 	        ICESTORM_RAM:     0/   30     0%
Info: 	               SB_IO:     3/   96     3%
Info: 	               SB_GB:     4/    8    50%
...

Likewise with max clock frequency; most importantly it should say PASS at 12.00 MHz:

Info: Max frequency for clock 'clk$SB_IO_IN_$glb_clk': 65.82 MHz (PASS at 12.00 MHz)

When the programming is finished (indicated by CDONE LED illuminated blue), cycle the power switch (white), then flip the configuration switch (black) to FPGA. Next start minicom:

foo@bar:~/VELDT-getting-started/demo/echo$ minicom

It should say "Welcome to minicom" along with some information about options, port and instructions for help. Press any key character and you should see two copies appear in the minicom console. The first character is minicom's local echo, the second character will be from the FPGA, the echo! Ctrl-a x will exit minicom when you are finished testing out the echo.

Here is a demo video using minicom:

An alternative to minicom is using serialport, a Haskell library for serial port communication which is maintained by Standard Semiconductor and available on Hackage.

We create a client program Main.hs which echoes bytes through the serial port:

import System.Hardware.Serialport
import System.IO
import Control.Monad (forever)
import qualified Data.ByteString.Char8 as B

main :: IO ()
main = withSerial "/dev/ttyUSB0" settings $ \port -> do
  hSetBuffering stdin NoBuffering
  hSetBuffering stdout NoBuffering
  forever $ echo port
  where
    echo port = do
      send port . B.singleton =<< getChar
      putChar . B.head =<< recv port 1
    settings = defaultSerialSettings { commSpeed = CS19200 }

Now we add an executable to our echo.cabal file.

executable echo
  main-is: Main.hs
  default-language: Haskell2010
  build-depends: base,
                 serialport >= 0.5 && < 0.6,
		 bytestring

Make sure the VELDT FPGA board is connected to your computer and running the echo demo. Run the executable and type some input to see it echo:

foo@bar:~/VELDT-getting-started/demo/echo$ cabal run echo

When you are finished, press Ctrl-c to stop the program.

This concludes the demo. You can find the project directory here.

They walked down the hall of their soundproofed Happylife Home... this house which clothed and fed and rocked them to sleep and played and sang and was good to them. Their approach sensitized a switch somewhere and the nursery light flicked on when they came within ten feet of it. Similarly, behind them, in the halls, lights went on and off as they left them behind, with a soft automaticity.

The Veldt by Ray Bradbury

In this section we DRY up the Veldt library by factoring out a common operation: using PWMs to drive RGB (red, green, blue) signals. Then we implement the UART LED demo: a system which controls the LED via a UART.

In the blinker demo we used three PWMs to drive the RGB LED. This is a common pattern, and one we will use in the upcoming UART LED demo. To avoid repeating code, we factor this pattern into a separate module Veldt.PWM.Rgb. Let's create the directory PWM with the file Rgb.hs then open it with a text editor.

foo@bar:~/VELDT-getting-started$ mkdir veldt/Veldt/PWM && touch veldt/Veldt/PWM/Rgb.hs

Define the module, API, and imports:

module Veldt.PWM.Rgb
  ( PWMRgb
  , mkPWMRgb
  , pwmRgb
  , setRgb
  ) where

import Clash.Prelude
import Control.Lens
import Control.Monad.RWS
import Veldt.PWM
import Veldt.Ice40.Rgb (Rgb)

The module exports five things

  1. PWMRgb: the state type which consists of three PWMs
  2. mkPWMRgb: the smart constructor for PWMRgb
  3. pwmRgb: run each pwm then return a RGB (red, green, blue) triple with type Rgb
  4. setRgb: set the duty cycle for each PWM

Now define the state type along with a smart constructor:

data PWMRgb a = PWMRgb
  { _redPWM   :: PWM a
  , _greenPWM :: PWM a
  , _bluePWM  :: PWM a
  } deriving (NFDataX, Generic)
makeLenses ''PWMRgb

mkPWMRgb :: Bounded a => (a, a, a) -> PWMRgb a
mkPWMRgb (r, g, b) = PWMRgb
  { _redPWM   = mkPWM r
  , _greenPWM = mkPWM g
  , _bluePWM  = mkPWM b
  }

PWMRgb is just three PWMs each corresponding to a color: red, green, and blue. To construct PWMRgb with mkPWMRgb we first need an initial duty cycle for each color (represented as a triple). Then, we construct each individual color PWM with the mkPWM smart constructor from the Veldt.PWM module. Our mkPWMRgb function has a Bounded constraint because mkPWM requires it (remember mkPWM sets ctr to minBound).

Now we implement the API:

pwmRgb :: (Monoid w, Monad m, Ord a, Bounded a, Enum a) => RWST r w (PWMRgb a) m Rgb
pwmRgb = do
  r <- zoom redPWM   pwm
  g <- zoom greenPWM pwm
  b <- zoom bluePWM  pwm
  return (r, g, b)

setRgb :: (Monoid w, Monad m, Bounded a) => (a, a, a) -> RWST r w (PWMRgb a) m ()
setRgb (r, g, b) = do
  zoom redPWM   $ setDuty r
  zoom greenPWM $ setDuty g
  zoom bluePWM  $ setDuty b

The first function pwmRgb uses zoom to get at each PWM sub-state then runs pwm. We collect the outputs (each having type Bit) and return the triple as type Rgb. Remeber Rgb is a triple-tuple of Bits annotated "red", "green", and "blue". We could have used (Bit, Bit, Bit) instead of Rgb but there is no need when Rgb is more descriptive and already defined in Veldt.Ice40.Rgb.

The second function setRgb takes a triple of duty cycles (parameterized by a) and updates each individual PWM's duty cycle. We use zoom to get at each PWM sub-state, then use setDuty for each color's PWM.

Make sure to add this module (Veldt.PWM.Rgb) to the exposed-modules list in the veldt.cabal file.

...
exposed-modules: Veldt.Counter,
                 Veldt.PWM,
                 Veldt.PWM.Rgb,
                 Veldt.Serial,
		 ...
...

Rebuild the library; there should be no errors.

foo@bar:~/VELDT-getting-started/veldt$ cabal build

In the next part we will use PWMRgb and build a system which controls the LED via UART. We leave it as an exercise to the reader to use PWMRgb to DRY up the blinker demo.

In this section we build a system which allows the user to control an LED via UART. Specifically, the user can change the LED color and the speed at which the LED blinks. The user sends ascii characters via UART to the system:

  • s adjusts the blinking speed, there are three speeds: low, medium, and high
  • r sets the LED color to red
  • g sets the LED color to green
  • b sets the LED color to blue

You can find all the demo files (cabal, pin-constraint, Makefile etc.) in the uart-led directory. We will dive directly into the demo source code UartLed.hs so as not to get bogged down by setup (it's very similar to the first two demos).

Let's declare our module, langauge extensions, and imports:

{-# LANGUAGE LambdaCase #-}
module UartLed where

import Clash.Prelude
import Clash.Annotations.TH
import Control.Monad.RWS
import Control.Lens hiding (Index)
import Data.Maybe (fromMaybe)
import Veldt.Counter
import qualified Veldt.PWM.Rgb   as P
import qualified Veldt.Ice40.Rgb as R
import qualified Veldt.Uart      as U

Using LambdaCase is just an opinion. I like the way it cleans up syntax, but it is not necessary. We name the module UartLed which will match-up with our top entity name and Makefile's TOP variable. Note we import Veldt.Counter unqualified along with Veldt.PWM.Rgb, Veldt.Ice40.Rgb, and Veldt.Uart as qualified.

Next we define some type synonyms:

type Byte = BitVector 8
type Timer = Index 36000000

Byte is straight forward, just saving keystrokes. Timer is used to indicate when the LED should toggle on and off. We are running this demo with a 12Mhz clock and blink speeds range from slow (3 second period or 36,000,000 clock cycles) to fast (0.25 second period or 3,000,000 clock cycles) so Index 36000000 will be large enough to count for all three speeds.

In order to make working with speeds a bit easier, we define a custom data type Speed along with a helper function toPeriod which converts a Speed into a Timer.

data Speed = Low | Mid | Hi
  deriving (NFDataX, Generic, Eq, Bounded, Enum)

toPeriod :: Speed -> Timer
toPeriod = \case
  Low -> 35999999
  Mid -> 11999999
  Hi  -> 2999999

Note that we derive Eq, Bounded, and Enum for Speed. This allows us to treat Speed as a counter. When the user enters s, we simply use increment from Veldt.Counter. Remember, increment respects bounds, so incrementing the speed when it is already Hi will just wrap around back to Low. Also note that toPeriod outputs the desired period minus one because the timer always starts at zero. In other words, counting from 0 to 2999999 takes three million clock cycles.

Next we define our colors (red, green, and blue) as a custom data type Color. We also define a function fromColor which converts a Color into it's RGB representation; a byte triple. fromColor is used to get the appropriate PWM duty cycles for each color.

data Color = Red | Green | Blue
  deriving (NFDataX, Generic)

fromColor :: Color -> (Byte, Byte, Byte)
fromColor = \case
  Red   -> (0xFF, 0x00, 0x00)
  Green -> (0x00, 0xFF, 0x00)
  Blue  -> (0x00, 0x00, 0xFF)

In addition to the LED having a color, it can also be toggled on and off. We define a type Led with two inhabitants, On and Off, along with a toggle. toggle simply maps On to Off and Off to On.

data Led = On | Off
  deriving (NFDataX, Generic, Eq)

toggle :: Led -> Led
toggle On  = Off
toggle Off = On

Let's model the system instructions in types along with a way to encode them from ascii characters:

data Instr = Speed | Color Color
  deriving (NFDataX, Generic)

encodeInstrM :: Byte -> Maybe Instr
encodeInstrM = \case
  0x73 -> Just Speed         -- 's'
  0x72 -> Just $ Color Red   -- 'r'
  0x67 -> Just $ Color Green -- 'g'
  0x62 -> Just $ Color Blue  -- 'b'
  _    -> Nothing

There are two "sorts" of instructions:

  1. Speed instruction which will increase the blinking speed
  2. Color instruction which has a single field with type Color (we pun the constructor Color and the type Color).

We encode an instruction by pattern matching on an ascii byte. We used this ascii table to determine which bytes correspond to s, r, g, b. If the input byte does not correspond to one of those characters encodeInstrM returns Nothing indicating an invalid instruction, otherwise we return Just the expected instruction.

We now have the necessary types to define the state space of the UART LED system:

data UartLed = UartLed
  { _uart   :: U.Uart
  , _pwmRgb :: P.PWMRgb Byte
  , _speed  :: Speed
  , _led    :: Led
  , _timer  :: Timer
  } deriving (NFDataX, Generic)
makeLenses ''UartLed

mkUartLed :: UartLed
mkUartLed = UartLed
  { _uart   = U.mkUart 624
  , _pwmRgb = P.mkPWMRgb $ fromColor Red
  , _speed  = Low
  , _led    = On
  , _timer  = 0
  }

There are five components:

  1. _uart is the UART which we use to read bytes sent by the user. Initialized with a baud rate of 19200.
  2. _pwmRgb is used to drive the RGB LED. Initialized to drive the color Red.
  3. _speed: the current blinking speed. Initialized as Low.
  4. _led: indicates whether the LED is currently on or off. Initialized as On.
  5. _timer: counter used to indicate when to toggle the LED. Initialized as zero.

Now we can tackle the transfer function uartLed:

uartLed :: RWS U.Rx (First R.Rgb) UartLed ()
uartLed = do
  -- Output pwm rgb when Led on
  isOn <- uses led (== On)
  when isOn $ tell . First . Just =<< zoom pwmRgb P.pwmRgb

  -- Check toggle led
  period <- uses speed toPeriod
  t <- timer <<%= incrementUnless (== period)
  when (t == period) $ led %= toggle

  -- Update color/speed from uart
  bM <- zoom uart U.read
  forM_ (bM >>= encodeInstrM) $ \case
    Speed -> do
      speed %= increment
      timer .= 0
    Color c -> zoom pwmRgb $ P.setRgb $ fromColor c

Conceptually, we break the transfer function uartLed into three major parts. In the first part we check if the LED is currently On. When it is on, we output the result of P.pwmRgb with tell. Note, tell requires a monoid as an argument. That is why we wrap R.Rgb with the First monoid.

In the second part, we check if the LED needs to be toggled. We get the speed and project it to it's period using toPeriod. Then, when the timer is equal to the period we toggle the led and reset the counter. Remember, incrementUnless takes care of resetting the timer if it is equal to the period. We use <<%= to modify the timer and bind t to it's old value.

In the third part, we read a byte from the UART, encode it into an instruction, then execute the instruction. If it is a Speed instruction, we increment speed and reset the timer to zero. If it is a Color instruction, we update the PWM RGB duty cycle with setRgb.

We now run the uartLed transfer function:

uartLedS
  :: HiddenClockResetEnable dom
  => Signal dom Bit
  -> Signal dom R.Rgb
uartLedS = R.rgb . fmap (fromMaybe (0, 0, 0) . getFirst) . mealy uartLedMealy mkUartLed
  where
    uartLedMealy s i = let ((), s', o) = runRWS uartLed (U.Rx i) s
                       in (s', o)

We "run" the uartLed transfer function using runRWS and rearrange our types for mealy. We also unwrap the output signal, a RGB-tuple of PWM outputs, with getFirst then fromMaybe (0, 0, 0). If the LED is off then the output signal is mempty or First Nothing. After unwrapping, we end up feeding (0, 0, 0) into R.rgb which turns the LED off. If the LED is on then the output signal is First (Just (pwmR, pwmG, pwmB)). After unwrapping, we end up feeding (pwmR, pwmG, pwmB) into R.rgb, driving the LED!

Last, we define the top entity:

{-# NOINLINE topEntity #-}
topEntity
  :: "clk" ::: Clock XilinxSystem
  -> "rx"  ::: Signal XilinxSystem Bit
  -> "led" ::: Signal XilinxSystem R.Rgb
topEntity clk = withClockResetEnable clk rst enableGen uartLedS
  where
    rst = unsafeFromHighPolarity $ pure False
makeTopEntityWithName 'topEntity "UartLed"

We label the inputs "clk" and "rx" along with the output "led". We also make sure makeTopEntityWithName uses "UartLed" which matches TOP in our Makefile.

Be sure the cabal files, bin directory, pcf file, and Makefile are setup correctly. Plug the VELDT FPGA board into your computer. Set the power switch (white) to ON and the configuration switch (black) to FLASH. Ensure the PWR LED is illuminated RED. Then execute make prog from the command line. The demo should build, synthesize, and program with no errors. You should see a similar device utilisation:

Info: Device utilisation:
Info: 	         ICESTORM_LC:   340/ 5280     6%
Info: 	        ICESTORM_RAM:     0/   30     0%
Info: 	               SB_IO:     2/   96     2%
Info: 	               SB_GB:     2/    8    25%
...
Info: 	         SB_RGBA_DRV:     1/    1   100%
...

When the programming is finished (indicated by CDONE LED illuminated blue), cycle the power switch (white) and flip the configuration switch (black) to FPGA. The RGB LED should be RED and blinking with three second period. This is our initial state! Start minicom using the same setup as used in the echo demo. Within minicom we control the LED color and blink speed with the s, r, g, and b keyboard characters.

This concludes the demo. You can find the project directory here. Special thanks to @kejace for suggesting this demo.

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