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UNIT‐II

•INTODUCTION

•ARITHMETIC UNIT

•FIXED POINT ARITHMETIC

•FLOATING POINT ARITHMETIC

OF A COMPLETE INSTRUCTION

•BASIC CONCEPTS OF PIPELINING

Slides Courtesy of Carl Hamacher,” Organization,” Fifth edition,McGrawHill The (ALU) The central processing unit (CPU) performs operations on . In most architectures it has three parts: an arithmetic logic unit (ALU), a and a set of registers, fast storage locations (Figure ).

Figure Central processing unit (CPU) Data Representation • The basic form of information handled by a computer are instructions and data

• Data can be in the form of numbers or nonnumeric data

• Data in the number form can further classified as fixed point and floating point Digit Sets and Encodings Conventional and unconventional digit sets

digits in [0, 9]; 4- BCD, 8-bit ASCII

, or hex for short: digits 0-9 & a-f

• Conventional digit set for radix r is [0, r –1]

• Conventional binary digit set in [0, 1] Positional Number Systems

Representations of natural numbers {0, 1, 2, 3, …} ||||| ||||| ||||| ||||| ||||| || sticks or unary code 27 radix-10 or decimal code 11011 radix-2 or binary code XXVII Roman numerals Fixed-radix positional representation with k digits

k–1 i Value of a number: x =(xk–1xk–2 ...x1x0)r = Σ xi r i=0 For example: 4 3 2 1 0 27 = (11011)two =(1×2 )+(1×2 )+(0×2 )+(1×2 )+(1×2 ) Fixed Point Representation

• Fixed point number actually symbolizes the real data types.

• As radix point is fixed ,the number system is fixed point number system

• Fixed point numbers are those which have a defined numbers after and before the decimal point. Fixed‐Point Numbers Positional representation: k whole and l fractional digits

i Value of a number: x = (xk–1xk–2 . . . x1x0 . x–1x–2 . . . x–l )r = Σ xi r

For example:

1 0 −1 −2 −3 2.375 = (10.011)two =(1×2 )+(0×2 )+(0×2 )+(1×2 )+(1×2 )

Numbers in the range [0, rk – ulp] representable, where ulp = r –l

Fixed-point arithmetic same as integer arithmetic (radix point implied, not explicit)

Two’s complement properties (including sign change) hold here as well:

1 0 –1 –2 –3 (01.011)2’s-compl =(–0×2 )+(1×2 )+(0×2 )+(1×2 )+(1×2 )=+1.375 1 0 –1 –2 –3 (11.011)2’s-compl =(–1×2 )+(1×2 )+(0×2 )+(1×2 )+(1×2 )=–0.625 Unsigned Integer

• Unsigned integers represent positive numbers

• The decimal range of unsigned 8‐bit binary numbers is 0 ‐ 255 Unsigned Binary Integers

0000 1111 0001 Turn x notches counterclockwise 0 1110 15 1 0010 to add x

14 2 1101 0011 15 1 13 3 14 2 0 Inside: Natural number 13 3

1100 12 Outside: 4-bit encoding 4 0100 12 4 11 5 10 11 5 6 1011 0101 9 8 7 10 6 1010 9 7 0110 Turn y notches 8 clockwise 1001 0111 to subtract y 1000 Schematic representation of 4-bit code for integers in [0, 15]. Signed Integers

• We dealt with representing the natural numbers

• Signed or directed whole numbers = integers {...,−3, −2, −1, 0, 1, 2, 3, . . . }

•Signed magnitude for 8 bit numbers ranges from +127 to -127

• Signed-magnitude representation +27 in 8-bit signed-magnitude binary code 0 0011011 –27 in 8-bit signed-magnitude binary code 1 0011011 –27 in 2-digit decimal code with BCD digits 1 0010 0111 Introduction to Fixed Point Arithmetic

• Using fixed point numbers to simulate floating point numbers

• Fixed point is usually cheaper Subtraction A Serial Multiplier Example of Multiplication Using Serial Multiplier Serial Divider Division Example Using Serial Divider Floating‐Point Numbers

To accommodate very large integers and very small fractions, a computer must be able to represent numbers and operate on them in such a way that the position of the binary point is variable and is automatically adjusted as computation proceeds.

• Floating-point representation is like scientific notation: −20 000 000 = −2 × 10 7 0.000 000 007 = 7 × 10–9

Also, 7E−9 Significand Exponent Exponent base Floating‐point Computations

• Representation: (fraction, exponent) Has three fields: sign, significant digits and exponent eg.111101.100110 1.11101100110*25

• Value representation = +/‐ M*2 E’‐127 In case of a 32 bit number 1 bit represents sign 8 represents exponent E’=E +127(bias) [ excess 127 format] 23 bits represents Mantissa Floating‐point Computations

• Arithmetic operations

.5372400 x 102 .5372400 x 102 .56780 x 105 + .1580000 x 10-1 + .0001580 x 102 + .56430 x 105 .5373980 x 102 .00350 x 105

.35000 x 103

.5372400 x 102 x .1580000 x 10-1

Addition Floating‐point Computations • Biased Exponent – Bias: an excess number added to the exponent so that all exponents become positive – Advantages • Only positive exponents • Simpler to compare the relative magnitude Floating‐point Computations

• Standard Format of floating‐point numbers – Single‐precision data type: 32bits • ADDFS – Double‐precision data type: 64bits • ADDFL

IEEE Floating-Point Operand Format Floating‐point Computations

• Significand – A leading bit to the left of the implied binary point, together with the fraction in the field

f field Significand Decimal Equivalent 100…0 1.100…0 1.50 010…0 1.010…0 1.25 000…0 1.000…0 1.00

s

~ ~ Minimum number 01000..000 Maximum number ANSI/IEEE Standard Floating‐Point Format (IEEE 754)

Revision (IEEE 754R) is being considered by a committee

Short exponent range is –127 to 128 Short (32-bit) format but the two extreme values are reserved for special (similarly for the long format) 8 bits, 23 bits for fractional part bias = 127, (plus hidden 1 in integer part) –126 to 127

Sign Exponent Significand 11 bits, bias = 1023, 52 bits for fractional part –1022 to 1023 (plus hidden 1 in integer part)

Long (64-bit) format

The two ANSI/IEEE standard floating-point formats. Short and Long IEEE 754 Formats: Features Table Some features of ANSI/IEEE standard floating-point formats Feature Single/Short Double/Long Word width in bits 32 64 Significand in bits 23 + 1 hidden 52 + 1 hidden Significand range [1, 2 – 2–23] [1,2–2–52] Exponent bits 8 11 Exponent bias 127 1023 Zero (±0) e +bias=0,f =0 e +bias=0,f =0 Denormal e +bias=0,f ≠ 0 e +bias=0,f ≠ 0 represents ±0.f × 2–126 represents ±0.f × 2–1022 Infinity (±∞) e + bias = 255, f =0 e + bias = 2047, f =0 Not-a-number (NaN) e + bias = 255, f ≠ 0 e + bias = 2047, f ≠ 0 Ordinary number e +bias∈ [1, 254] e +bias∈ [1, 2046] e ∈ [–126, 127] e ∈ [–1022, 1023] represents 1.f × 2e represents 1.f × 2e min 2–126 ≅ 1.2 × 10–38 2–1022 ≅ 2.2 × 10–308 max ≅ 2128 ≅ 3.4 × 1038 ≅ 21024 ≅ 1.8 × 10308 Floating Point Arithmetic

• Floating point arithmetic differs from integer arithmetic in that exponents must be handled as well as the magnitudes of the operands. • The exponents of the operands must be made equal for addition and subtraction. The fractions are then added or subtracted as appropriate, and the result is normalized. 3 4 • Eg: Perform the floating point operation:(.101*2 +.111*2 )2 • Start by adjusting the smaller exponent to be equal to the larger exponent, and adjust the fraction accordingly. Thus we have .101* 23 = .010 *24, losing .001 *23 of precision in the . • The resulting sum is (.010 +.111)*24 =1.001*24 =.1001* 25, and rounding to three significant digits, .100 *25, and we have lost another 0.001 *24 in the rounding process. Floating Point Multiplication/Division • Floating point multiplication/division are performed in a manner similar to floating point addition/subtraction, except that the sign, exponent, and fraction of the result can be computed separately. • Like/unlike signs produce positive/negative results, respectively. Exponent of result is obtained by adding exponents for multiplication, or by subtracting exponents for division. Fractions are multiplied or divided according to the operation, and then normalized. 5 4 • Ex: Perform the floating point operation: (+.110 *2 )/(+.100* 2 )2 • The source operand signs are the same, which means that the result will have a positive sign. We subtract exponents for division, and so the exponent of the result is 5 – 4 = 1. • We divide fractions, producing the result: 110/100 = 1.10. • Putting it all together, the result of dividing (+.110 *25) by (+.100 * 24) produces (+1.10* 21). After normalization, the final result is (+.110* 22). Floating point Arithmetic

• Represent in floating point format • 10011101011.001=1.0011101011001*210 • In single precision format sign =0,exponent =e+127 =10+127=137=10001001 • 0 1000 1001 0011101011001…0 Floating Point Addition

• A= 0 1000 1001 0010000…0 • B= 0 1000 0101 0100000…0 • Exponent for A=1000 1001+137 • Actual Exponent =137‐127=10 • Exponent B =1000 0101=133 • Actual exponent=133‐127=6 • Number B has smaller exponent with difference 4 .Hence its mantissa is shifted right by 4 bits • Shifted mantissa of B= 00000100..0 • Add mantissas • A =00100000…0 • B =00000100…0 • Result=00100100…0 • Result = 0 1000 1001 00100100…0 Adders and Simple ALUs

Addition is the most important arithmetic operation in : – Even the simplest computers must have an – An adder, plus a little extra logic, forms a simple ALU

• Simple Adders

Lookahead Adder

• Counting and Incrementing

• Design of Fast Adders

• Logic and Shift Operations

• Multifunction ALUs Simple Adders

Inputs Outputs x y x y c s c 0 0 0 0 HA 0 1 0 1 1 0 0 1 1 1 1 0 s

Inputs Outputs

x y c in cout s x y 0 0 0 0 0 0 0 1 0 1 0 1 0 0 1 FA 0 1 1 1 0 c out c in 1 0 0 0 1 1 0 1 1 0 1 1 0 1 0 1 1 1 1 1 s Binary half-adder (HA) and full-adder (FA). Full‐Adder Implementations

x x HA y y c out c HA c out in s (a) FA built of two HAs x y

0 0 0

1 1 c out 2 2 3 1 3 c in c in s s (b) CMOS mux-based FA (c) Two-level AND-OR FA Full adder implemented with two half-adders, by means of two 4- , and as two-level gate network. Ripple‐Carry Adder: Slow But Simple

Because of the carry propagation time to MSb position. It is linearly proportional to the length n of the adder

x 31 y 31 x1 y 1 x0 y 0

c 32 c 31 c 2 c 1 c0 FA . . . FA FA c out cin Critical path

s 31 s 1 s 0

Ripple-carry binary adder with 32-bit inputs and output. Carry Look ahead adder The carry look ahead adder generates carry for any position parallely by additional logic circuit referred to as carry look ahead block.

gi = xi yi g p Carry is: x y i i i i pi = xi ⊕ yi 0 0 annihilated or killed 0 1 propagated 1 0 generated 1 1 (impossible)

g p g p g p k−2 k−2 i+1 i+1 i i g p g p 1 1 g p k−1 k−1 0 0 . . . c . . . 0

Carry network

c k . . . c . . . c i c k−1 c c 0 k−2 c 1 i+1

s i The main part of an adder is the carry network. The rest is just a set of gates to produce the g (carry generate function) and p (carry propagate function) signals and the sum bits. Carry‐Lookahead Addition

• Carries are represented in terms of G (generate) iand P (propagate) i Gi = aibi and Pi = ai + bi expressions. c0 = 0 c1 = G0 c2 = G1 + P1G0 c3 = G2 + P2G1 + P2P1G0 c4 = G3 + P3G2 + P3P2G1 + P3P2P1G0 Ripple‐Carry Adder Revisited

The carry recurrence: ci+1 = gi + pi ci

Latency of k-bit adder is roughly 2k gate delays: 1 gate delay for production of p and g signals, plus 2(k – 1) gate delays for carry propagation, plus 1 XOR gate delay for generation of the sum bits

gk −1 pk −1 gk−2 pk−2 g1 p1 g0 p0

. . . c c k c c c c 0 k−1 k−2 2 1

The carry propagation network of a ripple-carry adder. The Complete Design of a Carry Look Ahead Adder

g p x y i i Carry is: i i 0 0 annihilated or killed gi = xi yi 0 1 propagated 1 0 generated pi = xi ⊕ yi 1 1 (impossible)

g p g p g p k−2 k−2 i+1 i+1 i i g p g p 1 1 g p k−1 k−1 0 0 . . . c . . . 0

gk − 1 p k − 1 g k − 2 p k − 2 g 1 p 1 g 0 p 0

. c k c k − 1 c k − 2 c 0 c 2 c 1

Carry network

c k . . . c . . . c i c k−1 c c 0 k−2 c 1 i+1

s i K-bit carry- lookahead adder Carry Lookahead Adder

• Maximum gate delay for the carry generation is only 3. The full adders introduce two more gate delays. Worst case path is 5 gate delays. 16‐bit Group Carry Lookahead Adder • A16-bit GCLA is composed of four 4-bit CLAs, with additional logic that generates the carries between the four-bit groups.

GG0 = G3 + P3G2 + P3P2G1 + P3P2P1G0

GP0 = P3P2P1P0 c4 = GG0 + GP0c0 c8 = GG1 + GP1c4 = GG1 + GP1GG0 + GP1GP0c0 c12 = GG2 + GP2c8 = GG2 + GP2GG1 + GP2GP1GG0 +

GP2GP1GP0c0 c16 = GG3 + GP3c12 = GG3 + GP3GG2 + GP3GP2GG1 +

GP3GP2GP1GG0 + GP3GP2GP1GP0c0 16‐Bit Group Carry Lookahead Adder

• Each CLA has a longest path of 5 gate delays.

• In the GCLL section, GG and GP signals are generated in 3 gate delays; carry signals are generated in 2 more gate delays, resulting in 5 gate delays to generate the carry out of each GCLA group and 10 gates delays on the worst case path (which is s15 – not c16). The Booth Algorithm • Booth multiplication reduces the number of for intermediate results, but can sometimes make it worse as we will see. • Positive and negative numbers treated alike. A Worst Case Booth Example • A worst case situation in which the simple Booth algorithm requires twice as many additions as serial multiplication. Bit‐Pair Recoding (Modified Booth Algorithm) Coding of Bit Pairs Multifunction ALUs

Logic fn (AND, OR, . . .)

Operand 1 Logic unit 0 Result Arith 1 Operand 2 unit Select fn type (logic or arith)

Arith fn (add, sub, . . .)

General structure of a simple arithmetic/logic unit. Const′Var 00 No shift Shift function Constant 01 Logical left An ALU for 5 2 10 Logical right amount 0 Amount 11 Arith right 00 Shift MiniMIPS Variable 5 1 5 Shifter Function 01 Set less amount 10 Arithmetic class 32 11 Logic

5 LSBs Shifted y 2 0

x c 0 or 1 32 0 1 Shorthand s symbol x y MSB ± 32 Adder 2 for ALU 32 32 c Control y k c 31 32 3 / x Add′Sub Func s ALU

Logic 32- y Ovf l input Zero unit NOR A ND 00 OR 01 2 XOR 10 Logic function Zero Ovfl NOR 11 Figure A multifunction ALU with 8 control signals (2 for function class, 1 arithmetic, 3 shift, 2 logic) specifying the operation. Cycle The CPU uses repeating machine cycles to execute instructions in the program, one by one, from beginning to end. A simplified cycle can consist of three phases: fetch, decode and execute

The steps of a cycle Fetch/Execute Cycle

1. PC -> MAR Transfer the address from the PC to the MAR 2. MDR -> IR Transfer the instruction to the IR

3. IR(address) -> MAR Address portion of the instruction loaded in MAR 4. MDR -> A Actual data copied into the 5. PC + 1 -> PC Program incremented Store Fetch/Execute Cycle

1. PC -> MAR Transfer the address from the PC to the MAR 2. MDR -> IR Transfer the instruction to the IR 3. IR(address) -> MAR Address portion of the instruction loaded in MAR 4. A -> MDR* Accumulator copies data into MDR 5. PC + 1 -> PC incremented

*Notice how Step #4 differs for LOAD and STORE ADD Fetch/Execute Cycle

1. PC -> MAR Transfer the address from the PC to the MAR 2. MDR -> IR Transfer the instruction to the IR 3. IR(address) -> MAR Address portion of the instruction loaded in MAR 4. A + MDR -> A Contents of MDR added to contents of accumulator 5. PC + 1 -> PC Program Counter incremented The Fetch/Execute Cycle • A five‐step cycle: 1. Instruction Fetch (IF) 2. Instruction Decode (ID) 3. Data Fetch (DF) 4. Instruction Execution (EX) 5. Result Return (RR) Instruction Interpretation • Process of executing a program – Computer is interpreting our commands, but in its own language • Execution begins by moving the instruction at the address given by the PC from memory to the control unit Instruction Interpretation (cont') • Bits of the instruction are placed into the decoder circuit of the CU • Once an instruction is fetched, the Program Counter (PC) can be readied for fetching the instruction • The PC is “incremented” Instruction Interpretation (cont'd) • In the Instruction Decode step, the ALU is set up for the indicated operation • The Decoder will find the of the instruction's data (source operands) – Most instructions operate on 2 data values stored in memory (like ADD), so most instructions have addresses for two source operands – These addresses are passed to the circuit that fetches the values from memory during the next step, Data Fetch • The Decoder finds destination address for the Result Return step, and places it in RR circuit • Decoder determines what operation the ALU will perform, and sets it up appropriately

Instruction Interpretation (cont'd)

• Instruction Execution: The actual computation is performed. • For the ADD instruction, the addition circuit adds the two source operands together to produce their sum

Instruction Interpretation (cont'd)

• Result Return: result of execution is returned to the memory location specified by the destination address. • Once the result is returned, the cycle begins again (This is a Loop).

Execution of complete Instructions • Consider the instruction Add (R3), R1 which adds the content of memory location pointed to by R3 to register R1. • Executing this instruction requires the following actions • Fetch the instruction • Fetch the first operand • Perform the addition • Load the result into R1 FETCH OPERATION

• Loading the content of PC into MAR and sending Read request to the memory. • Select is set to select 4, which causes the MUX to select the constant 4 and add to the operand at B, Which is the content of PC and the result is stored in register Z • The updated value is moved from register Z back into PC • The word fetched from memory loaded into IR DECODE and EXECUTING PHASE • Interprets the content of IR • Enables the control circuitry to activate the control signals • The content of register R3 transferred to MAR and memory Read initiated • Content of R1 transferred to register Y to prepare for addition operation • Memory operand available in register MDR and addition performed • Sum is stored in register Z, then transferred to R1 What Is A ?

• Pipelining is used by virtually all modern to enhance performance by overlapping the execution of instructions. • A common analogue for a pipeline is a factory assembly line. Assume that there are three stages: 1. Welding 2. Painting 3. Polishing • For simplicity, assume that each task takes one hour. What Is A Pipeline? • If a single person were to work on the product it would take three hours to produce one product. • If we had three people, one person could work on each stage, upon completing their stage they could pass their product on to the next person (since each stage takes one hour there will be no waiting). • We could then produce one product per hour assuming the assembly line has been filled. Characteristics Of Pipelining • If the stages of a pipeline are not balanced and one stage is slower than another, the entire of the pipeline is affected. • In terms of a pipeline within a CPU, each instruction is broken up into different stages. Ideally if each stage is balanced (all stages are ready to start at the same time and take an equal amount of time to execute.) the time taken per instruction (pipelined) is defined as: Time per instruction (unpipelined) / Number of stages Characteristics Of Pipelining • The previous expression is ideal. We will see later that there are many ways in which a pipeline cannot function in a perfectly balanced fashion. • In terms of a CPU, the implementation of pipelining has the effect of reducing the average instruction time, therefore reducing the average CPI. • EX: If each instruction in a takes 5 clock cycles (unpipelined) and we have a 4 stage pipeline, the ideal average CPI with the pipeline will be 1.25 . • • • Break the into stages • • Simultaneously work on each stage • Two Stage Instruction Pipeline • Break instruction cycle into two stages: • • FI: Fetch instruction • • EI: Execute instruction • FI EI • Clock cycle ® 1 2 3 4 5 6 7 • Instruction i • Instruction i+1 • Instruction i+2 • Instruction i+3 • Instruction i+4 FI • EI • EI • EI • E Two Stage Instruction Pipeline

Break instruction cycle into two stages: • FI: Fetch instruction • EI: Execute instruction Clock cycle 1 2 3 4 5 6 7 Instruction i FI EI Instruction i+1 FI EI Instruction i+2 FI EI Instruction i+3 FI EI Instruction i+4 FI EI Tw o Stage Instruction Pipeline

• But not doubled: q Fetch usually shorter than execution q If execution involves memory accessing, the fetch stage has to wait q Any jump or branch means that prefetched instructions are not the required instructions • Add more stages to improve performance Six Stage Pipelining

• Fetch instruction (FI) • Decode instruction (DI) • Calculate operands (CO) • Fetch operands (FO) • Execute instructions (EI) • Write operand (WO) MIPS Pipeline

• Pipeline stages: – IF – ID (decode + Reg fetch) – EX – MEM Instruction– Write back Clock number number 123456789 Instruction i IF ID EX MEM WB Instruction i+1 IF ID EX MEM WB Instruction i+2 IF ID EX MEM WB Instruction i+3 IF ID EX MEM WB Instruction i+4 IF ID EX MEM WB

On each clock cycle another instruction is fetched and begins its five-step execution. If an instruction is started every clock cycle, the performance will be five times that of a machine that is not pipelined. Looking At The Big Picture • Overall the most time that an non‐pipelined instruction can take is 5 clock cycles. Below is a summary: • Branch ‐ 2 clock cycles • Store ‐ 4 clock cycles • Other ‐ 5 clock cycles • EX: Assuming branch instructions account for 12% of all instructions and stores account for 10%, what is the average CPI of a non‐ pipelined CPU?

ANS: 0.12*2+0.10*4+0.78*5 = 4.54 The Classical RISC 5 Stage Pipeline • In an ideal case to implement a pipeline we just need to start a new instruction at each clock cycle. • Unfortunately there are many problems with trying to implement this. Obviously we cannot have the ALU performing an ADD operation and a MULTIPLY at the same time. But if we look at each stage of instruction execution as being independent, we can see how instructions can be “overlapped”.