I have a parameterised module in verilog, where the parameters are a clock rate and refresh rate, which is used to calculate how many cycles of inactivity are inserted between instances of a repeating operation. However, it is very easy to set parameters that cannot be attained (because the operation takes a non-trivial length of time, so the repeat would have to occur before it had completed), and at the moment the design does not give any feedback on this.
I was wondering if there was some way I could trigger an error during synthesis (or compilation prior to simulation) if the conditions cannot be met (i.e. if one localparam is less than another)? Some equivalent of the popular C/C++ compile-time-assert hack, perhaps.
Answer
I'm sure there is some way to bind in a C/C++ compile time callback. However, as long as your supports generate
blocks (introduced in IEEE Std 1364-2001), then you can do something like the following:
generate
if (CONDITION > MAX_ALLOWED /* your condition check */ ) begin
illegal_parameter_condition_triggered_will_instantiate_an non_existing_module();
end
endgenerate
If the condition is true, then the compiler will give an error because there is a request for something that doesn't exist. If the condition is false, then the operation is skipped. The only requirement is the code for the illegal condition follows legal Verilog syntax and the illegal condition will never accidentally become valid (hence the long and verbose non-existing module name).
If your simulator and synthesis tools support IEEE Std 1800-2009 (SystemVerilog revision released in 2009) or newer revision, then you can use $error()
and give a more meaningful message to go with the error. I'm not sure if any venders has implemented this feature yet. It should become the preferred method once most venders implemented, therefore I will give an example:
generate
if (CONDITION > MAX_ALLOWED /* your condition check */ ) begin
$error("%m ** Illegal Condition ** CONDITION(%d) > MAX_ALLOWED(%d)", CONDITION, MAX_ALLOWED);
end
endgenerate
No comments:
Post a Comment