// dear imgui: Renderer for DirectX10 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); option value='master' selected='selected'>master clone of https://github.com/YosysHQ/yosys
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path: root/manual/PRESENTATION_ExAdv/macc_xilinx_swap_map.v
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(* techmap_celltype = "$mul" *)
module mul_swap_ports (A, B, Y);

parameter A_SIGNED = 0;
parameter B_SIGNED = 0;
parameter A_WIDTH = 1;
parameter B_WIDTH = 1;
parameter Y_WIDTH = 1;

input [A_WIDTH-1:0] A;
input [B_WIDTH-1:0] B;
output [Y_WIDTH-1:0] Y;

wire _TECHMAP_FAIL_ = A_WIDTH <= B_WIDTH;

\$mul #(
	.A_SIGNED(B_SIGNED),
	.B_SIGNED(A_SIGNED),
	.A_WIDTH(B_WIDTH),
	.B_WIDTH(A_WIDTH),
	.Y_WIDTH(Y_WIDTH)
) _TECHMAP_REPLACE_ (
	.A(B),
	.B(A),
	.Y(Y)
);

endmodule