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// gamepad_tb.v
//
// Copyright (C) 2020 Dan Rodrigues <danrr.gh.oss@gmail.com>
//
// SPDX-License-Identifier: Apache-2.0
`timescale 1 ns / 1 ps
`default_nettype none
`include "caravel.v"
`include "spiflash.v"
`include "tbuart.v"
`include "vdp_lite_mprj_io.vh"
module gamepad_tb;
// From Caravel example:
reg clock;
reg RSTB;
reg power1, power2;
reg power3, power4;
wire gpio;
wire [37:0] mprj_io;
// External clock is used by default. Make this artificially fast for the
// simulation. Normally this would be a slow clock and the digital PLL
// would be the fast clock.
always #12.5 clock <= (clock === 1'b0);
initial begin
clock = 0;
end
`ifdef WRITE_VCD
initial begin
$dumpfile("trace.vcd");
$dumpvars(0, gamepad_tb);
end
`endif
initial begin
RSTB <= 1'b0;
#2000;
RSTB <= 1'b1; // Release reset
end
initial begin // Power-up sequence
power1 <= 1'b0;
power2 <= 1'b0;
power3 <= 1'b0;
power4 <= 1'b0;
#200;
power1 <= 1'b1;
#200;
power2 <= 1'b1;
#200;
power3 <= 1'b1;
#200;
power4 <= 1'b1;
end
wire flash_csb;
wire flash_clk;
wire flash_io0;
wire flash_io1;
wire VDD1V8;
wire VDD3V3;
wire VSS;
assign VDD3V3 = power1;
assign VDD1V8 = power2;
wire USER_VDD3V3 = power3;
wire USER_VDD1V8 = power4;
assign VSS = 1'b0;
caravel uut (
.vddio (VDD3V3),
.vssio (VSS),
.vdda (VDD3V3),
.vssa (VSS),
.vccd (VDD1V8),
.vssd (VSS),
.vdda1 (USER_VDD3V3),
.vdda2 (USER_VDD3V3),
.vssa1 (VSS),
.vssa2 (VSS),
.vccd1 (USER_VDD1V8),
.vccd2 (USER_VDD1V8),
.vssd1 (VSS),
.vssd2 (VSS),
.clock (clock),
.gpio (gpio),
.mprj_io (mprj_io),
.flash_csb(flash_csb),
.flash_clk(flash_clk),
.flash_io0(flash_io0),
.flash_io1(flash_io1),
.resetb (RSTB)
);
spiflash #(
.FILENAME("gamepad.hex")
) spiflash (
.csb(flash_csb),
.clk(flash_clk),
.io0(flash_io0),
.io1(flash_io1),
.io2(), // not used
.io3() // not used
);
// New additions:
// --- UART ---
wire uart_tx = mprj_io[6];
tbuart tbuart (
.ser_rx(uart_tx)
);
// --- Gamepad testbench support ---
localparam [11:0] P1_DATA = 12'h5a5;
localparam [11:0] P2_DATA = 12'hc2c;
reg [11:0] gamepad_shift [0:1];
wire [`GAMEPAD_OUTPUT_WIDTH - 1:0] gamepad_io = mprj_io[`GAMEPAD_OUTPUT_BASE+:`GAMEPAD_OUTPUT_WIDTH];
wire gamepad_latch = gamepad_io[0];
wire gamepad_clk = gamepad_io[1];
wire gamepad_p1_in = gamepad_shift[0][0];
wire gamepad_p2_in = gamepad_shift[1][0];
assign mprj_io[`GAMEPAD_INPUT_BASE+:`GAMEPAD_INPUT_WIDTH] = {gamepad_p2_in, gamepad_p1_in};
wire [`LED_IO_WIDTH - 1:0] led = mprj_io[`LED_IO_BASE+:`LED_IO_WIDTH];
initial begin
@(posedge gamepad_latch);
gamepad_shift[0] = P1_DATA;
gamepad_shift[1] = P2_DATA;
$display("GP: latched..");
repeat (12) begin
@(posedge gamepad_clk) begin
gamepad_shift[0] <= gamepad_shift[0] >> 1;
gamepad_shift[1] <= gamepad_shift[1] >> 1;
$strobe("GP: shift register clocked, P1 = %x, P2 = %x", gamepad_shift[0], gamepad_shift[1]);
end
end
$display("Finished complete gamepad read..");
// Wait for CPU to output matching pad state
wait(led == ((P1_DATA >> 0) & 4'hf));
wait(led == ((P1_DATA >> 4) & 4'hf));
wait(led == ((P1_DATA >> 8) & 4'hf));
$display("P1 data matches..");
wait(led == ((P2_DATA >> 0) & 4'hf));
wait(led == ((P2_DATA >> 4) & 4'hf));
wait(led == ((P2_DATA >> 8) & 4'hf));
$display("P2 data matches..");
$display("Gamepads successfully read / written");
$stop;
end
initial begin
repeat (10000000) @(posedge clock);
$display("Timed out");
$stop;
end
endmodule