/* * yosys -- Yosys Open SYnthesis Suite * * Copyright (C) 2012 Clifford Wolf * * 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. * */ #include "verilog_frontend.h" #include "kernel/compatibility.h" #include "kernel/register.h" #include "kernel/log.h" #include "libs/sha1/sha1.h" #include #include YOSYS_NAMESPACE_BEGIN using namespace VERILOG_FRONTEND; // use the Verilog bison/flex parser to generate an AST and use AST::process() to convert it to RTLIL static std::vector verilog_defaults; static std::list> verilog_defaults_stack; struct VerilogFrontend : public Frontend { VerilogFrontend() : Frontend("verilog", "read modules from verilog file") { } virtual void help() { // |---v---|---v---|---v---|---v---|---v---|---v---|---v---|---v---|---v---|---v---| log("\n"); log(" read_verilog [options] [filename]\n"); log("\n"); log("Load modules from a verilog file to the current design. A large subset of\n"); log("Verilog-2005 is supported.\n"); log("\n"); log(" -sv\n"); log(" enable support for SystemVerilog features. (only a small subset\n"); log(" of SystemVerilog is supported)\n"); log("\n"); log(" -dump_ast1\n"); log(" dump abstract syntax tree (before simplification)\n"); log("\n"); log(" -dump_ast2\n"); log(" dump abstract syntax tree (after simplification)\n"); log("\n"); log(" -dump_vlog\n"); log(" dump ast as verilog code (after simplification)\n"); log("\n"); log(" -yydebug\n"); log(" enable parser debug output\n"); log("\n"); log(" -nolatches\n"); log(" usually latches are synthesized into logic loops\n"); log(" this option prohibits this and sets the output to 'x'\n"); log(" in what would be the latches hold condition\n"); log("\n"); log(" this behavior can also be achieved by setting the\n"); log(" 'nolatches' attribute on the respective module or\n"); log(" always block.\n"); log("\n"); log(" -nomem2reg\n"); log(" under certain conditions memories are converted to registers\n"); log(" early during simplification to ensure correct handling of\n"); log(" complex corner cases. this option disables this behavior.\n"); log("\n"); log(" this can also be achieved by setting the 'nomem2reg'\n"); log(" attribute on the respective module or register.\n"); log("\n"); log(" -mem2reg\n"); log(" always convert memories to registers. this can also be\n"); log(" achieved by setting the 'mem2reg' attribute on the respective\n"); log(" module or register.\n"); log("\n"); log(" -ppdump\n"); log(" dump verilog code after pre-processor\n"); log("\n"); log(" -nopp\n"); log(" do not run the pre-processor\n"); log("\n"); log(" -lib\n"); log(" only create empty blackbox modules\n"); log("\n"); log(" -noopt\n"); log(" don't perform basic optimizations (such as const folding) in the\n"); log(" high-level front-end.\n"); log("\n"); log(" -icells\n"); log(" interpret cell types starting with '$' as internal cell types\n"); log("\n"); log(" -ignore_redef\n"); log(" ignore re-definitions of modules. (the default behavior is to\n"); log(" create an error message.)\n"); log("\n"); log(" -defer\n"); log(" only read the abstract syntax tree and defer actual compilation\n"); log(" to a later 'hierarchy' command. Useful in cases where the default\n"); log(" parameters of modules yield invalid or not synthesizable code.\n"); log("\n"); log(" -setattr \n"); log(" set the specified attribute (to the value 1) on all loaded modules\n"); log("\n"); log(" -Dname[=definition]\n"); log(" define the preprocessor symbol 'name' and set its optional value\n"); log(" 'definition'\n"); log("\n"); log(" -Idir\n"); log(" add 'dir' to the directories which are used when searching include\n"); log(" files\n"); log("\n"); log("The command 'verilog_defaults' can be used to register default options for\n"); log("subsequent calls to 'read_verilog'.\n"); log("\n"); log("Note that the Verilog frontend does a pretty good job of processing valid\n"); log("verilog input, but has not very good error reporting. It generally is\n"); log("recommended to use a simulator (for example icarus verilog) for checking\n"); log("the syntax of the code, rather than to rely on read_verilog for that.\n"); log("\n"); } virtual void execute(FILE *&f, std::string filename, std::vector args, RTLIL::Design *design) { bool flag_dump_ast1 = false; bool flag_dump_ast2 = false; bool flag_dump_vlog = false; bool flag_nolatches = false; bool flag_nomem2reg = false; bool flag_mem2reg = false; bool flag_ppdump = false; bool flag_nopp = false; bool flag_lib = false; bool flag_noopt = false; bool flag_icells = false; bool flag_ignore_redef = false; bool flag_defer = false; std::map defines_map; std::list include_dirs; std::list attributes; frontend_verilog_yydebug = false; sv_mode = false; log_header("Executing Verilog-2005 frontend.\n"); args.insert(args.begin()+1, verilog_defaults.begin(), verilog_defaults.end()); size_t argidx; for (argidx = 1; argidx < args.size(); argidx++) { std::string arg = args[argidx]; if (arg == "-sv") { sv_mode = true; continue; } if (arg == "-dump_ast1") { flag_dump_ast1 = true; continue; } if (arg == "-dump_ast2") { flag_dump_ast2 = true; continue; } if (arg == "-dump_vlog") { flag_dump_vlog = true; continue; } if (arg == "-yydebug") { frontend_verilog_yydebug = true; continue; } if (arg == "-nolatches") { flag_nolatches = true; continue; } if (arg == "-nomem2reg") { flag_nomem2reg = true; continue; } if (arg == "-mem2reg") { flag_mem2reg = true; continue; } if (arg == "-ppdump") { flag_ppdump = true; continue; } if (arg == "-nopp") { flag_nopp = true; continue; } if (arg == "-lib") { flag_lib = true; continue; } if (arg == "-noopt") { flag_noopt = true; continue; } if (arg == "-icells") { flag_icells = true; continue; } if (arg == "-ignore_redef") { flag_ignore_redef = true; continue; } if (arg == "-defer") { flag_defer = true; continue; } if (arg == "-setattr" && argidx+1 < args.size()) { attributes.push_back(RTLIL::escape_id(args[++argidx])); continue; } if (arg == "-D" && argidx+1 < args.size()) { std::string name = args[++argidx], value; size_t equal = name.find('=', 2); if (equal != std::string::npos) { value = arg.substr(equal+1); name = arg.substr(0, equal); } defines_map[name] = value; continue; } if (arg.compare(0, 2, "-D") == 0) { size_t equal = arg.find('=', 2); std::string name = arg.substr(2, equal-2); std::string value; if (equal != std::string::npos) value = arg.substr(equal+1); defines_map[name] = value; continue; } if (arg == "-I" && argidx+1 < args.size()) { include_dirs.push_back(args[++argidx]); continue; } if (arg.compare(0, 2, "-I") == 0) { include_dirs.push_back(arg.substr(2)); continue; } break; } extra_args(f, filename, args, argidx); log("Parsing Verilog input from `%s' to AST representation.\n", filename.c_str()); AST::current_filename = filename; AST::set_line_num = &frontend_verilog_yyset_lineno; AST::get_line_num = &frontend_verilog_yyget_lineno; current_ast = new AST::AstNode(AST::AST_DESIGN); default_nettype_wire = true; FILE *fp = f; std::string code_after_preproc; if (!flag_nopp) { code_after_preproc = frontend_verilog_preproc(f, filename, defines_map, include_dirs); if (flag_ppdump) log("-- Verilog code after preprocessor --\n%s-- END OF DUMP --\n", code_after_preproc.c_str()); fp = fmemopen((void*)code_after_preproc.c_str(), code_after_preproc.size(), "r"); } frontend_verilog_yyset_lineno(1); frontend_verilog_yyrestart(fp); frontend_verilog_yyparse(); frontend_verilog_yylex_destroy(); for (auto &child : current_ast->children) { log_assert(child->type == AST::AST_MODULE); for (auto &attr : attributes) if (child->attributes.count(attr) == 0) child->attributes[attr] = AST::AstNode::mkconst_int(1, false); } AST::process(design, current_ast, flag_dump_ast1, flag_dump_ast2, flag_dump_vlog, flag_nolatches, flag_nomem2reg, flag_mem2reg, flag_lib, flag_noopt, flag_icells, flag_ignore_redef, flag_defer, default_nettype_wire); if (!flag_nopp) fclose(fp); delete current_ast; current_ast = NULL; log("Successfully finished Verilog frontend.\n"); } } VerilogFrontend; // the yyerror function used by bison to report parser errors void frontend_verilog_yyerror(char const *fmt, ...) { va_list ap; char buffer[1024]; char *p = buffer; p += snprintf(p, buffer + sizeof(buffer) - p, "Parser error in line %s:%d: ", AST::current_filename.c_st
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/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

// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver. 
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.

// CHANGELOG 
// (minor and older changes stripped away, please see git history for details)
//  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
//  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
//  2017-09-01: OpenGL: Save and restore current polygon mode.
//  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.

#include "imgui.h"
#include "imgui_impl_opengl2.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h>     // intptr_t
#else
#include <stdint.h>     // intptr_t
#endif

// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
#if defined(_WIN32) && !defined(APIENTRY)
#define APIENTRY __stdcall                  // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
#endif
#if defined(_WIN32) && !defined(WINGDIAPI)
#define WINGDIAPI __declspec(dllimport)     // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif

// OpenGL Data
static GLuint       g_FontTexture = 0;

// Functions
bool    ImGui_ImplOpenGL2_Init()
{
    return true;
}

void    ImGui_ImplOpenGL2_Shutdown()
{
    ImGui_ImplOpenGL2_DestroyDeviceObjects();
}

void    ImGui_ImplOpenGL2_NewFrame()
{
    if (!g_FontTexture)
        ImGui_ImplOpenGL2_CreateDeviceObjects();
}

// OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. 
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
    ImGuiIO& io = ImGui::GetIO();
    int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
    int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
    if (fb_width == 0 || fb_height == 0)
        return;
    draw_data->ScaleClipRects(io.DisplayFramebufferScale);

    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 
    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glDisable(GL_COLOR_MATERIAL);
    glEnable(GL_SCISSOR_TEST);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    glEnable(GL_TEXTURE_2D);
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound

    // Setup viewport, orthographic projection matrix
    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    // Render command lists
    ImVec2 pos = draw_data->DisplayPos;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));

        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
            if (pcmd->UserCallback)
            {
                // User callback (registered via ImDrawList::AddCallback)
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
                if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
                {
                    // Apply scissor/clipping rectangle
                    glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));

                    // Bind texture, Draw
                    glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
                    glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
                }
            }
            idx_buffer += pcmd->ElemCount;
        }
    }

    // Restore modified state
    glDisableClientState(GL_COLOR_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glPopAttrib();
    glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}

bool ImGui_ImplOpenGL2_CreateFontsTexture()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height;
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.

    // Upload texture to graphics system
    GLint last_texture;
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    glGenTextures(1, &g_FontTexture);
    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

    // Store our identifier
    io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;

    // Restore state
    glBindTexture(GL_TEXTURE_2D, last_texture);

    return true;
}

void ImGui_ImplOpenGL2_DestroyFontsTexture()
{
    if (g_FontTexture)
    {
        ImGuiIO& io = ImGui::GetIO();
        glDeleteTextures(1, &g_FontTexture);
        io.Fonts->TexID = 0;
        g_FontTexture = 0;
    }
}

bool    ImGui_ImplOpenGL2_CreateDeviceObjects()
{
    return ImGui_ImplOpenGL2_CreateFontsTexture();
}

void    ImGui_ImplOpenGL2_DestroyDeviceObjects()
{
    ImGui_ImplOpenGL2_DestroyFontsTexture();
}