Redirect in Progress
Due to the concerns about having a project with "rust" in the name, I'm
changing this project name to rhdl
, and moving active development there.
Sorry for the trouble, but I'd hate to have the project yanked at some
point in the future for something so silly.
I am also in the process of rebuilding this project from scratch to be
significantly faster and more powerful. So I will do the new development
in the rhdl
crate/repo, and migrate the existing widgets over time.
At that point, I will archive this repo.
New docs launched! Check them out at https://rust-hdl.org...
Write FPGA Firmware using Rust!
RustHDL is a crate that allows you to write FPGA firmware using Rust!
Specifically, rust-hdl
compiles a subset of Rust down to Verilog so that
you can synthesize firmware for your FPGA using standard tools. It also
provides tools for simulation, verification, and analysis along with strongly
typed interfaces for making sure your design works before heading to the bench.
The workflow is very similar to GPU programming. You write everything in Rust,
including an update kernel
that compiles down onto the hardware. You can simulate
and verify everything from the safety and comfort of your Rust environment, and
then head over to standard synthesis tools to get files that program your FPGA.
You may want:
The definitive example in FPGA firmware land is a simple LED blinker. This typically involves a clock that is fed to the FPGA with a pre-defined frequency, and an output signal that can control an LED. Because we don't know what FPGA we are using, we will do this in simulation first. We want a blink that is 250 msec long every second, and our clock speed is (a comically slow) 10kHz. Here is a minimal working Blinky! example:
use std::time::Duration;
use rust_hdl::prelude::*;
use rust_hdl::docs::vcd2svg::vcd_to_svg;
const CLOCK_SPEED_HZ : u64 = 10_000;
#[derive(LogicBlock)] // <- This turns the struct into something you can simulate/synthesize
struct Blinky {
pub clock: Signal<In, Clock>, // <- input signal, type is clock
pulser: Pulser, // <- sub-circuit, a widget that generates pulses
pub led: Signal<Out, Bit>, // <- output signal, type is single bit
}
impl Default for Blinky {
fn default() -> Self {
Self {
clock: Default::default(),
pulser: Pulser::new(CLOCK_SPEED_HZ, 1.0, Duration::from_millis(250)),
led: Default::default(),
}
}
}
impl Logic for Blinky {
#[hdl_gen] // <- this turns the update function into an HDL Kernel that can be turned into Verilog
fn update(&mut self) {
// v-- write to the .next member v-- read from .val() method
self.pulser.clock.next = self.clock.val();
self.pulser.enable.next = true.into();
self.led.next = self.pulser.pulse.val();
}
}
fn main() {
// v--- build a simple simulation (1 testbench, single clock)
let mut sim = simple_sim!(Blinky, clock, CLOCK_SPEED_HZ, ep, {
let mut x = ep.init()?;
wait_clock_cycles!(ep, clock, x, 4*CLOCK_SPEED_HZ);
ep.done(x)
});
// v--- construct the circuit
let mut uut = Blinky::default();
uut.connect_all();
sim.run_to_file(Box::new(uut), 5 * SIMULATION_TIME_ONE_SECOND, "blinky.vcd").unwrap();
vcd_to_svg("/tmp/blinky.vcd","images/blinky_all.svg",&["uut.clock", "uut.led"], 0, 4_000_000_000_000).unwrap();
vcd_to_svg("/tmp/blinky.vcd","images/blinky_pulse.svg",&["uut.clock", "uut.led"], 900_000_000_000, 1_500_000_000_000).unwrap();
}
Running the above (a release run is highly recommended) will generate a vcd
file (which is
a trace file for FPGAs and hardware in general). You can open this using e.g., gtkwave
.
If you have, for example, an Alchitry Cu board you can generate a bitstream for this exampling
with a single call. It's a little more involved, so we will cover that in the detailed
documentation. It will also render that vcd
file into an svg
you can view with an ordinary
web browser. This is the end result showing the entire simulation:
Here is a zoom in showing the pulse to the LED
The flow behind RustHDL is the following:
struct
s, composed of other circuit elements and
signal wires that interconnect them.#[derive(LogicBlock)]
annotation on the struct adds autogenerated code needed by
RustHDL.impl Logic
on your struct
, and provide the fn update(&mut self)
method, which
is the HDL update kernel.#[hdl_gen]
attribute to generate HDL from the Rust codeThe rest is detail. Some final things to keep in mind.
rustc
compiler must be satisfied with your
design first. That means types, exhaustive enum matching, etc.License: MIT