aboutsummaryrefslogtreecommitdiffstats
path: root/frontends/verilog/verilog_frontend.h
blob: a7c9b2fe6ab71303f037d7c0ee5dfb2896766d76 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
/*
 *  yosys -- Yosys Open SYnthesis Suite
 *
 *  Copyright (C) 2012  Clifford Wolf <clifford@clifford.at>
 *
 *  Permission to use, copy, modify, and/or distribute this software for any
 *  purpose with or without fee is hereby granted, provided that the above
 *  copyright notice and this permission notice appear in all copies.
 *
 *  THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 *  WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 *  MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 *  ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 *  WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
 *  ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
 *  OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 *
 *  ---
 *
 *  The Verilog frontend.
 *
 *  This frontend is using the AST frontend library (see frontends/ast/).
 *  Thus this frontend does not generate RTLIL code directly but creates an
 *  AST directly from the Verilog parse tree and then passes this AST to
 *  the AST frontend library.
 *
 */

#ifndef VERILOG_FRONTEND_H
#define VERILOG_FRONTEND_H

#include "kernel/yosys.h"
#include "frontends/ast/ast.h"
#include <stdio.h>
#include <stdint.h>
#include <list>

YOSYS_NAMESPACE_BEGIN

namespace VERILOG_FRONTEND
{
	// this variable is set to a new AST_DESIGN node and then filled with the AST by the bison parser
	extern struct AST::AstNode *current_ast;

	// this function converts a Verilog constant to an AST_CONSTANT node
	AST::AstNode *const2ast(std::string code, char case_type = 0, bool warn_z = false);

	// state of `default_nettype
	extern bool default_nettype_wire;

	// running in SystemVerilog mode
	extern bool sv_mode;

	// running in -formal mode
	extern bool formal_mode;

	// running in -noassert mode
	extern bool noassert_mode;

	// running in -noassume mode
	extern bool noassume_mode;

	// running in -norestrict mode
	extern bool norestrict_mode;

	// running in -assume-asserts mode
	extern bool assume_asserts_mode;

	// running in -assert-assumes mode
	extern bool assert_assumes_mode;

	// running in -lib mode
	extern bool lib_mode;

	// running in -specify mode
	extern bool specify_mode;

	// lexer input stream
	extern std::istream *lexin;
}

// the pre-processor
std::string frontend_verilog_preproc(std::istream &f, std::string filename, const std::map<std::string, std::string> &pre_defines_map,
		dict<std::string, std::pair<std::string, bool>> &global_defines_cache, const std::list<std::string> &include_dirs);

YOSYS_NAMESPACE_END

// the usual bison/flex stuff
extern int frontend_verilog_yydebug;
int frontend_verilog_yylex(void);
void frontend_verilog_yyerror(char const *fmt, ...);
void frontend_verilog_yyrestart(FILE *f);
int frontend_verilog_yyparse(void);
int frontend_verilog_yylex_destroy(void);
int frontend_verilog_yyget_lineno(void);
void frontend_verilog_yyset_lineno (int);

#endif
ddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop bool done = false; while (!done) { // Poll and handle events (inputs, window resize, etc.) // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. SDL_Event event; while (SDL_PollEvent(&event)) { ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; } // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplSDL2_NewFrame(window); ImGui::NewFrame(); // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. { static float f = 0.0f; static int counter = 0; ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) counter++; ImGui::SameLine(); ImGui::Text("counter = %d", counter); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); } // 3. Show another simple window. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // Rendering ImGui::Render(); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); SDL_GL_SwapWindow(window); } // Cleanup ImGui_ImplOpenGL2_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); SDL_GL_DeleteContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); return 0; }