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- library ieee;
- use ieee.std_logic_1164.all;
- use ieee.numeric_std.all;
-
- library work;
- use work.reg32.all;
- use work.task.all;
-
- entity add is
- port (
- clk : in std_logic;
- reset : in std_logic;
-
- task_start : in std_logic;
- task_state : out work.task.State;
-
- signal_a_read : out std_logic;
- signal_a_readdata : in std_logic_vector( 31 downto 0 );
-
- signal_b_read : out std_logic;
- signal_b_readdata : in std_logic_vector( 31 downto 0 );
-
- signal_write : out std_logic;
- signal_writedata : out std_logic_vector( 31 downto 0 )
- );
- end entity add;
-
- -- tbd
- -- if _read is 1 _readdata is read
- -- if _write is 1 _writedata is written
- -- float_add instanziieren
-
-
- -- state machine that sets taskState and write signals
- architecture rtl of add is
-
- component float_add
- port (
- clk : in std_logic;
- reset : in std_logic;
- start : in std_logic;
- A : in std_logic_vector( 31 downto 0 );
- B : in std_logic_vector( 31 downto 0 );
- done : out std_logic;
- sum : out std_logic_vector( 31 downto 0 )
- );
- end component float_add;
-
- signal current_task_state : work.task.State;
- signal next_task_state : work.task.State;
- signal index : integer range 0 to work.task.STREAM_LEN;
-
- signal float_add_start : std_logic;
- signal float_add_A : std_logic_vector( 31 downto 0 );
- signal float_add_B : std_logic_vector( 31 downto 0 );
- signal float_add_done : std_logic;
- signal float_add_sum : std_logic_vector( 31 downto 0 );
-
- signal add_state : integer range 0 to 3;
- signal flag_index : bit;
-
-
- begin
-
- float_adder : float_add
- port map (
- clk => clk,
- reset => reset,
- start => float_add_start,
- A => float_add_A, -- feed readdata into float adder
- B => float_add_B, -- feed readdata into float adder
- done => float_add_done, -- write signal when float addition is finished
- sum => float_add_sum -- feed output of float adder into writedata
- );
-
- task_state_transitions : process ( current_task_state, task_start, index ) is
- begin
- next_task_state <= current_task_state;
- case current_task_state is
- when work.task.TASK_IDLE =>
- if ( task_start = '1' ) then
- next_task_state <= work.task.TASK_RUNNING;
- end if;
- when work.task.TASK_RUNNING =>
- if ( index = work.task.STREAM_LEN - 1 ) then
- next_task_state <= work.task.TASK_DONE;
- end if;
- when work.task.TASK_DONE =>
- if ( task_start = '1' ) then
- next_task_state <= work.task.TASK_RUNNING;
- end if;
- end case;
- end process task_state_transitions;
-
- sync : process ( clk, reset ) is
- begin
- if ( reset = '1' ) then
- current_task_state <= work.task.TASK_IDLE;
- index <= 0;
- elsif ( rising_edge( clk ) ) then
- current_task_state <= next_task_state;
- case next_task_state is
- when work.task.TASK_IDLE =>
- index <= 0;
- -- signal_write <= '0';
- when work.task.TASK_RUNNING => -- signal_writedata <= result???
- if ( flag_index = '1' ) then
- index <= index + 1;
- end if;
- -- signal_write <= '1';
- -- signal_writedata <= ( others => '0' );
- when work.task.TASK_DONE =>
- index <= 0;
- -- signal_write <= '0';
- end case;
- end if;
- end process sync;
-
- add : process (clk, reset) is
- begin
- if ( reset = '1' ) then
- signal_a_read <= '0';
- signal_b_read <= '0';
- signal_write <= '0';
- signal_writedata <= ( others => '0');
- float_add_start <= '0';
- float_add_A <= ( others => '0');
- float_add_B <= ( others => '0');
- elsif ( rising_edge( clk ) ) then
- case add_state is
- when 0 =>
- if ( current_task_state = work.task.TASK_RUNNING ) then
- add_state <= 1;
- end if;
- when 1 =>
- signal_a_read <= '1';
- signal_b_read <= '1';
- float_add_start <= '1';
- float_add_A <= signal_a_readdata;
- float_add_B <= signal_b_readdata;
- if ( float_add_done = '1' ) then
- add_state <= 2;
- end if;
- when 2 =>
- signal_write <= '1';
- signal_writedata <= float_add_sum;
- float_add_start <= '0';
- signal_a_read <= '0';
- signal_b_read <= '0';
- flag_index <= '1';
- add_state <= 3;
- when 3 =>
- signal_write <= '0';
- flag_index <= '0';
- add_state <= 0;
- end case;
- end if;
- end process add;
-
- task_state <= current_task_state;
-
- end architecture rtl;
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