S Rawat

Download as ppt, pdf, or txt
Download as ppt, pdf, or txt
You are on page 1of 49

ALU

S.Rawat

ALU
ALU an Engine for any Computational Silicon. We have different units ALU/FPUs for Integers/Floats respectively. Mainly Decided based on the fact that FP must be pipelined to be in harmony with other blocks in the design. While ALU mainly Single Cycle Operation if we are in given Timing Bucket. So the Fast-Parallel Systolic Array implementation of Computational blocks is one of the main concern.

Further Classification Based on Application Now What all kind of operation an ALU must Support. Lets take an example of IIR/FIR Filters i.e. DSP processor. Where Frequently performed operation is for an example consider a second order FIR. Y[n] = a0*x[n] + a1*x[n-1] + a2*x[n-3]. Either Implement MAC Units or perform using separate multiplication and addition

Further Classification Based on Application So the idea is that depending upon the Application one might have an ALU where normal Arithmetic and Logical operations are frequent or DSP shifts and MAC more Frequent. Why this is important is because it has to be decided initially before starting any computational device according to given Timing and Power Bucket.

Few More Deciding Points

An ALU is supposed to fit-in either Finite Field Arithmetic or with the allowed range infinite field arithmetic (i.e. Integer ALU of some generic processor). Present Superscalar processors have separate FPU (Floating Point Unit) and Integer ALU. For Communication Dedicated processor where Finite Field Arithmetic is needed to encode and decode, Finite Field ALUs are designed, where the Number Line becomes Cyclic and interpretation of + * / is changed according to periodicity.

Fundamentally its very Simple


But Complexity come from the interfaces where, it fits in the Execution unit, and forms interfaces with Superscalar-Fetch and StoreUnit. Complexity in terms of maintaining the latency, across the operation.

Lets Take an Example of Int. ALU


Divide and Conquer (e.g., ALU) Formulate a solution in terms of simpler components. Design each of the components (subproblems) Generate and Test (e.g., ALU) Given a collection of building blocks, look for ways of putting them together that meets requirement Successive Refinement (e.g., multiplier, divider) Solve "most" of the problem (i.e., ignore some constraints or special cases), examine and correct shortcomings. Formulate High-Level Alternatives (e.g., shifter) Articulate many strategies to "keep in mind" while pursuing any one approach. Work on the Things you Know How to Do The unknown will become obvious as you make progress.

Review: Summary of the Design Process


Hierarchical Design to manage complexity Top Down vs. Bottom Up vs. Successive Refinement

Importance of Design Representations:


Block Diagrams Decomposition into Bit Slices top down bottom up

Truth Tables, K-Maps


Circuit Diagrams

Other Descriptions: state diagrams, timing diagrams, reg xfer, . . . Optimization Criteria: Gate Count [Package Count] Pin Out Area Logic Levels Delay Fan-in/Fan-out Cost Design time Power

Representation Languages
Hardware Representation Languages: Block Diagrams: FUs, Registers, & Dataflows

Register Transfer Diagrams: Choice of busses to connect FUs, Regs


Flowcharts State Diagrams Two different ways to describe sequencing & microoperations

Fifth Representation "Language": Hardware Description Languages hw modules described like programs E.G., ISP' with i/o ports, internal state, & parallel Verilog execution of assignment statements Descriptions in these languages can be used as input to simulation systems synthesis systems "To Design is to Represent" "software breadboard" generate hw from high level description

Simulation Before Construction


"Physical Breadboarding"
discrete components/lower scale integration preceeds actual construction of prototype verify initial design concept No longer possible as designs reach higher levels of integration! Simulation Before Construction high level constructs implies faster to construct play "what if" more easily limited performance accuracy, however

Levels of Description
Architectural Simulation models programmer's view at a high level; written in your favorite programming language more detailed model, like the block diagram view commitment to datapath FUs, registers, busses; register xfer operations are clock phase accurate model is in terms of logic gates; higher level MSI functions described in terms of these Less Abstract More Accurate Slower Simulation

Functional/Behavioral Register Transfer

Logic Circuit

electrical behavior; accurate waveforms


Schematic capture + logic simulation package like Powerview Special languages + simulation systems for describing the inherent parallel activity in hardware

Verilog

Goals:
Support design, documentation, and simulation of hardware Digital system level to gate level Technology Insertion

Concepts:
Design entity Time-based execution model.
Design Entity == Hardware Component Interface == External Characteristics

Architecture (Body ) == Internal Behavior or Structure

Interface
Externally Visible Characteristics Ports: channels of communication (inputs, outputs, clocks, control) Generic Parameters: define class of components (timing characteristics, size, fan-out) --- determined where instantiated or by default Internally Visible Characteristics Declarations: Assertions: constraints on all alternative bodies (i.e., implementations)

Interface Architecture

view to other modules

details of implementation

MIPS arithmetic instructions


Instruction Example Meaning add add $1,$2,$3 $1 = $2 + $3 subtract sub $1,$2,$3 $1 = $2 $3 add immediate addi $1,$2,100 $1 = $2 + 100 add unsigned addu $1,$2,$3 $1 = $2 + $3 subtract unsigned subu $1,$2,$3 $1 = $2 $3 add imm. unsign. addiu $1,$2,100 constant; no exceptions multiply mult $2,$3 Hi, Lo = $2 x $3 multiply unsigned multu$2,$3 Hi, Lo = $2 x $3 divide div $2,$3 Lo = $2 $3, Comments 3 operands; exception possible 3 operands; exception possible + constant; exception possible 3 operands; no exceptions 3 operands; no exceptions $1 = $2 + 100 + 64-bit signed product 64-bit unsigned product Lo = quotient, Hi = remainder Hi = $2 mod $3 Unsigned quotient & Hi = $2 mod $3 Used to get copy of Hi Used to get copy of Lo

divide unsigned remainder Move from Hi Move from Lo

divu $2,$3
mfhi $1 mflo $1

Lo = $2 $3,
$1 = Hi $1 = Lo

MULTIPLY (unsigned)
Paper and pencil example (unsigned): Multiplicand 1000 Multiplier 1001 1000 0000 0000 1000 Product 01001000 m bits x n bits = m+n bit product Binary makes it easy: 0 => place 0 ( 0 x multiplicand) 1 => place a copy ( 1 x multiplicand) 4 versions of multiply hardware & algorithm: successive refinement

Unsigned Combinational Multiplier


0 0 0 0

A3

A2

A1

A0
B0

A3

A2

A1

A0

B1

A3

A2

A1

A0 B2

A3

A2

A1

A0

B3

P7

P6

P5

P4

P3

P2

P1

P0

Stage i accumulates A * 2 i if Bi == 1 Q: How much hardware for 32 bit multiplier? Critical path?

How does it work?


0 0 0 A3 A3 A2 0 A2 A1 0 A1 A0 0 A0 0

B0
B1

A3 A3 P7 P6 A2 P5

A2 A1 P4

A1 A0 P3

A0

B2 B3 P2 P1 P0

at each stage shift A left ( x 2) use next bit of B to determine whether to add in shifted multiplicand accumulate 2n bit partial product at each stage

Unisigned shift-add multiplier (version 1)

64-bit Multiplicand reg, 64-bit ALU, 64-bit Product reg, 32-bit multiplier reg
Multiplicand 64 bits Shift Left

Multiplier 64-bit ALU 32 bits Write

Shift Right

Product 64 bits

Control

Multiplier = datapath + control

Multiply Algorithm Version 1


Multiplier0 = 1

Start

1. Test Multiplier0

Multiplier0 = 0

1a. Add multiplicand to product & place the result in Product register
Product 0000 0000 0000 0010 0000 0110 0000 0110 Multiplier 0011 0001 0000 Multiplicand 0000 0010 0000 0100 0000 1000

2. Shift the Multiplicand register left 1 bit. 3. Shift the Multiplier register right 1 bit. 32nd repetition?

No: < 32 repetitions

Yes: 32 repetitions Done

Observations on Multiply Version 1


1 clock per cycle => 100 clocks per multiply Ratio of multiply to add 5:1 to 100:1 1/2 bits in multiplicand always 0 => 64-bit adder is wasted 0s inserted in left of multiplicand as shifted => least significant bits of product never changed once formed Instead of shifting multiplicand to left, shift product to right?

MULTIPLY HARDWARE Version 2


32-bit Multiplicand reg, 32 -bit ALU, 64-bit Product reg, 32-bit Multiplier reg
Multiplicand 32 bits Multiplier 32-bit ALU Shift Right Product 64 bits Write 32 bits Shift Right

Control

Multiply Algorithm Version 2 Start


Multiplier Multiplicand 0011 0010 Product 0000 0000

Multiplier0 = 1

1. Test Multiplier0

Multiplier0 = 0

1a. Add multiplicand to the left half of product & place the result in the left half of Product register Product 0000 0000 Multiplier Multiplicand 0011 0010 2. Shift the Product register right 1 bit. 3. Shift the Multiplier register right 1 bit. 32nd repetition?

No: < 32 repetitions

Yes: 32 repetitions Done

Whats going on?


0 0 0 0

A3

A2

A1

A0
B0

A3

A2

A1

A0

B1

A3

A2

A1

A0 B2

A3

A2

A1

A0

B3

P7

P6

P5

P4

P3

P2

P1

P0

Multiplicand stays still and product moves right

Observations on Multiply Version 2


Product register wastes space that exactly matches size of multiplier => combine Multiplier register and Product register

MULTIPLY HARDWARE Version 3


32-bit Multiplicand reg, 32 -bit ALU, 64-bit Product reg, (0-bit Multiplier reg)

Multiplicand 32 bits 32-bit ALU Shift Right Product (Multiplier) 64 bits Write

Control

Multiply Algorithm Version 3 Multiplicand Product 0010 0000 Product0 0011 = 1

Start

1. Test Product0

Product0 = 0

1a. Add multiplicand to the left half of product & place the result in the left half of Product register

2. Shift the Product register right 1 bit.

32nd repetition?

No: < 32 repetitions

Yes: 32 repetitions Done

Observations on Multiply Version 3


2 steps per bit because Multiplier & Product combined MIPS registers Hi and Lo are left and right half of Product Gives us MIPS instruction MultU How can you make it faster? What about signed multiplication? easiest solution is to make both positive & remember whether to complement product when done (leave out the sign bit, run for 31 steps) apply definition of 2s complement need to sign-extend partial products and subtract at the end Booths Algorithm is elegant way to multiply signed numbers using same hardware as before and save cycles can handle multiple bits at a time

Motivation for Booths Algorithm


Example 2 x 6 = 0010 x 0110: 0010 x 0110 + 0000 shift (0 in multiplier) + 0010 add (1 in multiplier) + 0010 add (1 in multiplier) + 0000 shift (0 in multiplier) 00001100 ALU with add or subtract gets same result in more than one way: 6 = 2 + 8 0110 = 00010 + 01000 = 11110 + 01000 For example 0010 x 0110 0000 shift (0 in multiplier) 0010 sub (first 1 in multpl.) . 0000 shift (mid string of 1s) . + 0010 add (prior step had last 1) 00001100

Booths Algorithm
end of run middle of run

0 1 1 1 1 0

beginning of run

Current Bit Bit to the Right Explanation Example Op 1 0 Begins run of 1s 0001111000 sub 1 1 Middle of run of 1s 0001111000 none 0 1 End of run of 1s 0001111000 add 0 0 Middle of run of 0s 0001111000 none Originally for Speed (when shift was faster than add) Replace a string of 1s in multiplier with an initial subtract when we first see a one and then later add for the bit after the last one

1 + 10000 01111

Booths Example (2 x 7)
Operation 0. initial value 1a. P = P - m 1b. 2. 3. 4a. Multiplicand 0010 1110 0010 0010 0010 0010 Product 0000 0111 0 + 1110 1110 0111 0 1111 0011 1 1111 1001 1 1111 1100 1 + 0010 0001 1100 1 next? 10 -> sub shift P (sign ext) 11 -> nop, shift 11 -> nop, shift 01 -> add shift

4b.

0010

0000 1110 0

done

Booths Example (2 x -3)


Operation Multiplicand Product 0000 1101 0 +1110 1110 1101 0 1111 0110 1 +0010 0001 0110 1 next? 10 -> sub

0. initial value 0010 1a. P = P - m 1110 1b. 2a. 0010

shift P (sign ext)


01 -> add shift P

2b.
3a. 3b. 4a 4b.

0010
0010 0010 0010

0000 1011 0 +1110


1110 1011 0 1111 0101 1 1111 0101 1 1111 1010 1

10 -> sub
shift 11 -> nop shift done

MIPS logical instructions


Instruction Example and and $1,$2,$3 or or $1,$2,$3 xor xor $1,$2,$3 nor nor $1,$2,$3 and immediate andi $1,$2,10 or immediate ori $1,$2,10 xor immediate xori $1, $2,10 shift left logical sll $1,$2,10 shift right logical srl $1,$2,10 shift right arithm. sra $1,$2,10 shift left logical sllv $1,$2,$3 shift right logical srlv $1,$2, $3 shift right arithm. srav $1,$2, $3 Meaning $1 = $2 & $3 $1 = $2 | $3 $1 = $2 $3 $1 = ~($2 |$3) $1 = $2 & 10 $1 = $2 | 10 $1 = ~$2 &~10 $1 = $2 << 10 $1 = $2 >> 10 $1 = $2 >> 10 $1 = $2 << $3 $1 = $2 >> $3 $1 = $2 >> $3 Comment 3 reg. operands; Logical AND 3 reg. operands; Logical OR 3 reg. operands; Logical XOR 3 reg. operands; Logical NOR Logical AND reg, constant Logical OR reg, constant Logical XOR reg, constant Shift left by constant Shift right by constant Shift right (sign extend) Shift left by variable Shift right by variable Shift right arith. by variable

Shifters
Two kinds: logical-- value shifted in is always "0" "0" msb lsb "0"

arithmetic-- on right shifts, sign extend msb lsb "0"

Note: these are single bit shifts. A given instruction might request 0 to 32 bits to be shifted!

Combinational Shifter from MUXes


Basic Building Block sel 8-bit right shifter A7 A6 A 1 B 0

D
A5 A4 A3 A2 A1 A0 S2 S1 S0

0 R7

0 R6

1 R5

1 R4

1 R3

1 R2

1 R1

1 R0

What comes in the MSBs? How many levels for 32-bit shifter? What if we use 4-1 Muxes ?

General Shift Right Scheme using 16 bit example

S0 (0,1) S1 (0, 2) S2 (0, 4)

S3 (0, 8) If added Right-to-left connections could support Rotate (not in MIPS but found in ISAs)

Barrel Shifter
Technology-dependent solutions: transistor per switch SR3

SR2

SR1

SR0
D3

D2 A6

D1 A5

D0 A4

A3

A2

A1

A0

Divide: Paper & Pencil

1001 Divisor 1000 1001010 1000 10 101 1010 1000 10

Quotient Dividend

Remainder (or Modulo result)

See how big a number can be subtracted, creating quotient bit on each step Binary => 1 * divisor or 0 * divisor Dividend = Quotient x Divisor + Remainder => | Dividend | = | Quotient | + | Divisor | 3 versions of divide, successive refinement

DIVIDE HARDWARE Version 1


64-bit Divisor reg, 64-bit ALU, 64-bit Remainder reg, 32-bit Quotient reg
Shift Right

Divisor 64 bits

Quotient 64-bit ALU 32 bits Write

Shift Left

Remainder 64 bits

Control

Divide Algorithm Version 1

Start: Place Dividend in Remainder

Takes n+1 steps for n-bit Quotient & Rem. 1. Subtract the Divisor register from the Remainder Quotient Divisor Remainder register, and place the result 0000 0111 0000 0010 0000

in the Remainder register. Test Remainder

Remainder 0

Remainder < 0

2a. Shift the Quotient register to the left setting the new rightmost bit to 1.

2b. Restore the original value by adding the Divisor register to the Remainder register, & place the sum in the Remainder register. Also shift the Quotient register to the left, setting the new least significant bit to 0.

3. Shift the Divisor register right1 bit. n+1 repetition? Done No: < n+1 repetitions

Yes: n+1 repetitions (n = 4 here)

Observations on Divide Version 1 1/2 bits in divisor always 0 => 1/2 of 64-bit adder is wasted => 1/2 of divisor is wasted Instead of shifting divisor to right, shift remainder to left? 1st step cannot produce a 1 in quotient bit (otherwise too big) => switch order to shift first and then subtract, can save 1 iteration

DIVIDE HARDWARE Version 2 32-bit Divisor reg, 32-bit ALU, 64-bit Remainder reg, 32-bit Quotient reg

Divisor 32 bits Quotient 32-bit ALU Shift Left Remainder 64 bits Write 32 bits Shift Left

Control

Divide Algorithm Version 2


Remainder 0000 0111 Quotient 0000 Divisor 0010

Start: Place Dividend in Remainder 1. Shift the Remainder register left 1 bit.

2. Subtract the Divisor register from the left half of the Remainder register, & place the result in the left half of the Remainder register. Remainder 0 Test Remainder Remainder < 0

3a. Shift the Quotient register to the left setting the new rightmost bit to 1.

3b. Restore the original value by adding the Divisor register to the left half of the Remainderregister, &place the sum in the left half of the Remainder register. Also shift the Quotient register to the left, setting the new least significant bit to 0.

nth repetition? Done

No: < n repetitions

Yes: n repetitions (n = 4 here)

Observations on Divide Version 2


Eliminate Quotient register by combining with Remainder as shifted left Start by shifting the Remainder left as before. Thereafter loop contains only two steps because the shifting of the Remainder register shifts both the remainder in the left half and the quotient in the right half The consequence of combining the two registers together and the new order of the operations in the loop is that the remainder will shifted left one time too many. Thus the final correction step must shift back only the remainder in the left half of the register

DIVIDE HARDWARE Version 3 32-bit Divisor reg, 32 -bit ALU, 64-bit Remainder reg, (0-bit Quotient reg)
Divisor 32 bits 32-bit ALU
HI LO

Shift Left

Remainder (Quotient) 64 bits Write

Control

Divide Algorithm Version 3


Remainder 0000 0111 Divisor 0010

Start: Place Dividend in Remainder

1. Shift the Remainder register left 1 bit. 2. Subtract the Divisor register from the left half of the Remainder register, & place the result in the left half of the Remainder register. Remainder 0 Test Remainder Remainder < 0

3a. Shift the Remainder register to the left setting the new rightmost bit to 1.

3b. Restore the original value by adding the Divisor register to the left half of the Remainderregister, &place the sum in the left half of the Remainder register. Also shift the Remainder register to the left, setting the new least significant bit to 0.

nth repetition?

No: < n repetitions

Yes: n repetitions (n = 4 here) Done. Shift left half of Remainder right 1 bit.

Observations on Divide Version 3


Same Hardware as Multiply: just need ALU to add or subtract, and 63-bit register to shift left or shift right Hi and Lo registers in MIPS combine to act as 64-bit register for multiply and divide Signed Divides: Simplest is to remember signs, make positive, and complement quotient and remainder if necessary Note: Dividend and Remainder must have same sign

Note: Quotient negated if Divisor sign & Dividend sign disagree e.g., 7 2 = 3, remainder = 1 Possible for quotient to be too large: if divide 64-bit interger by 1, quotient is 64 bits (called saturation)

Summary

Intro to Verilog a language to describe hardware Modules, reg, wire, always, assign, for, etccccccccc behavior can be higher level x <= boolean_expression(A,B,C,D); Has time as concept Can activate when inputs change, not specifically invoked Inherently parallel Multiply: successive refinement to see final design 32-bit Adder, 64-bit shift register, 32-bit Multiplicand Register Booths algorithm to handle signed multiplies There are algorithms that calculate many bits of multiply per cycle Shifter: success refinement 1/bit at a time shift register to barrel shifter Whats Missing from MIPS is Divide & Floating Point Arithmetic:

More Info
David Patterson & John Hennessy, Computer Organization & Design, Morgan Kaufmann Publishers, 1994. David Winkel & Franklin Prosser, The Art of Digital Design: An Introduction to Top-Down Design, Prentice-Hall, Inc., 1980. Kai Hwang, Computer Arithmetic: Principles, archtiecture, and design, Wiley 1979

ThAnKs
tHaNKs

You might also like