PS/2 packet parser
1.Decade counter2.Four-bit binary counter3.Decade counter again4.Slow decade counter5.Counter 1-126.Counter 10007.4-digit decimal counter8.12-hour clock9.Hdlbits博文分布10.4-bit shift register11.Left/right rotator12.Left/right arithmetic shift by 1 or 813.5-bit LFSR14.3-bit LFSR15.32-bit LFSR16.Shift register17.Shift register(2)18.3-input LUT19.Rule 9020.Rule 11021.Conway's Game of Life 16x1622.Simple FSM1(asynchronous reset)23.Simple FSM1(synchronous reset)24.Simple FSM2(asynchronous reset)25.Simple FSM2(synchronous reset)26.Simple state transition 327.Simple one-hot state transition 328.Simple FSM 3(asynchronous reset)29.Simple FSM 3(synchronous reset)30.Design a Moore FSM31.Lemmings 132.Lemmings 233.Lemmings 334.Lemmings 435.One-hot FSM
36.PS/2 packet parser
37.PS/2 packet parser and datapath38.Serial receiver39.Serial receiver and datapath40.Serial receiver with parity checking41.Sequence recognition42.Q8:Design a Mealy FSM43.Q5a:Serial two's complementer(Moore FSM)44.Q5b:Serial two's complementer(Moore FSM)45.Q3a:FSM46.Q3b:FSM47.Q3c:FSM logic48.Q6b:FSM next-state logic49.Q6c:FSM next-state logic50.Q6:FSM51.Q2a:FSM52.Q2:One-hot FSM equations53.Q2a: FSM54.Q2b:Another FSM55.Counter with period 100056.4-bit shift register and down counter57.FSM:Sequence 1101 recognizer58.FSM:Enable shift register59.FSM:The complete FSM60.The complete timer61.FSM:One-hot logic equations62.UARTThe PS/2 mouse protocol sends messages that are three bytes long. However, within a continuous byte stream, it's not obvious where messages start and end. The only indication is that the first byte of each three byte message always has bit[3]=1 (but bit[3] of the other two bytes may be 1 or 0 depending on data).
We want a finite state machine that will search for message boundaries when given an input byte stream. The algorithm we'll use is to discard bytes until we see one with bit[3]=1. We then assume that this is byte 1 of a message, and signal the receipt of a message once all 3 bytes have been received (done).
The FSM should signal done in the cycle immediately after the third byte of each message was successfully received.
PS/2 鼠标协议发送长度为 3 个字节的消息。但是,在连续的字节流中,消息的开始和结束位置并不明显。唯一的指示是,每三个字节消息的第一个字节始终具有 bit[3]=1(但其他两个字节的 bit[3] 可能是 1 或 0,具体取决于数据)。
我们想要一个有限状态机,当给定一个输入字节流时,它将搜索消息边界。我们将使用的算法是丢弃字节,直到我们看到一个 bit[3]=1 的字节。然后,我们假设这是消息的字节 1,并在收到所有 3 个字节(完成)后发出接收消息的信号。
FSM 应在成功接收到每条消息的第三个字节后立即在周期内发出信号。
题目网站
状态转换图如下:
module top_module(
input clk,
input [7:0] in,
input reset, // Synchronous reset
output done); //
parameter idle=4'b0001,
first=4'b0010,
second=4'b0100,
third=4'b1000;
reg [3:0]state,nstate;
always@(*)begin
case(state)
idle:begin
if(in[3])begin
nstate=first;
end
else begin
nstate=idle;
end
end
first:nstate=second;
second:nstate=third;
third:begin
if(!in[3])begin
nstate=idle;
end
else begin
nstate=first;
end
end
endcase
end
always@(posedge clk)begin
if(reset)begin
state<=idle;
end
else begin
state<=nstate;
end
end
assign done=(state==third);
endmodule
关键点:
- 这道题的状态机要能画出来,理解题目含义
- 这是一个数据流,是一个连续的,所以有一个循环存在,只要in[3]==1一直满足,就会一直循环下去,可以在计算机网络数据包的设计中使用
合集:
Verilog学习
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