1 ece369 chapter 3. 2 ece369 multiplication more complicated than addition –accomplished via...
TRANSCRIPT
2ECE369
Multiplication
• More complicated than addition– Accomplished via shifting and addition
• More time and more area
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Done
1. TestMultiplier0
1a. Add multiplicand to product andplace the result in Product register
2. Shift the Multiplicand register left 1 bit
3. Shift the Multiplier register right 1 bit
32nd repetition?
Start
Multiplier0 = 0Multiplier0 = 1
No: < 32 repetitions
Yes: 32 repetitions
64-bit ALU
Control test
MultiplierShift right
ProductWrite
MultiplicandShift left
64 bits
64 bits
32 bits
Multiplication: Implementation
4ECE369
Example
64-bit ALU
Control test
MultiplierShift right
ProductWrite
MultiplicandShift left
64 bits
64 bits
32 bits
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MultiplierShift right
Write
32 bits
64 bits
32 bits
Shift right
Multiplicand
32-bit ALU
Product Control test
Done
1. TestMultiplier0
1a. Add multiplicand to the left half ofthe product and place the result inthe left half of the Product register
2. Shift the Product register right 1 bit
3. Shift the Multiplier register right 1 bit
32nd repetition?
Start
Multiplier0 = 0Multiplier0 = 1
No: < 32 repetitions
Yes: 32 repetitions
Second version
64-bit ALU
Control test
MultiplierShift right
ProductWrite
MultiplicandShift left
64 bits
64 bits
32 bits
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Example
MultiplierShift right
Write
32 bits
64 bits
32 bits
Shift right
Multiplicand
32-bit ALU
Product Control test
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ControltestWrite
32 bits
64 bits
Shift rightProduct
Multiplicand
32-bit ALU
Done
1. TestProduct0
1a. Add multiplicand to the left half ofthe product and place the result inthe left half of the Product register
2. Shift the Product register right 1 bit
32nd repetition?
Start
Product0 = 0Product0 = 1
No: < 32 repetitions
Yes: 32 repetitions
Final version
9ECE369
Division
• Even more complicated– Can be accomplished via shifting and addition/subtraction
• More time and more area• Negative numbers: Even more difficult• There are better techniques, we won’t look at them
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Number Systems
• Fixed Point: Binary point of a real number in a certain position – Can treat real numbers as integers, do the addition or
subtraction normally– Conversion 9.8125 to fixed point (4 binary digits)
• Addition or division rule• Keep multiplying fraction by 2, anytime there is a
carry out insert 1 otherwise insert 0 and then left shift (= 1001.1101)
• Scientific notation:– 3.56*10^8 (not 35.6*10^7)– May have any number of fraction digits (floating)
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Floating point (a brief look)
• We need a way to represent– Numbers with fractions, e.g., 3.1416– Very small numbers, e.g., 0.000000001– Very large numbers, e.g., 3.15576 x 109
• Representation:– Sign, exponent, fraction: (–1)sign x fraction x 2exponent – More bits for fraction gives more accuracy– More bits for exponent increases range
• IEEE 754 floating point standard: – single precision: 8 bit exponent, 23 bit fraction– double precision: 11 bit exponent, 52 bit fraction
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IEEE 754 floating-point standard
• 1.f x 2e
• 1.s1s2s3s4…. snx2e
• Leading “1” bit of significand is implicit
• Exponent is “biased” to make sorting easier– All 0s is smallest exponent, all 1s is largest– Bias of 127 for single precision and 1023
for double precision
If exponent bits are all 0s and if mantissa bits are all 0s, then zeroIf exponent bits are all 1s and if mantissa bits are all 0s, then +/- infinity
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Single Precision
–summary: (–1)sign x (1+significand) x 2(exponent – bias)
• Example:• 11/100 = 11/102= 0.11 = 1.1x10-1
–Decimal: -.75 = -3/4 = -3/22
–Binary: -.11 = -1.1 x 2-1
–IEEE single precision: 1 01111110 10000000000000000000000
–exponent-bias=-1 => exponent = 126 = 01111110
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Floating point addition
1.610x10-1 + 9.999x101
0.01610x101 + 9.999x101
10.015x101
1.0015x102
1.002x102
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Floating point addition
•
Still normalized?
4. Round the significand to the appropriate
number of bits
YesOverflow or
underflow?
Start
No
Yes
Done
1. Compare the exponents of the two numbers.
Shift the smaller number to the right until its
exponent would match the larger exponent
2. Add the significands
3. Normalize the sum, either shifting right and
incrementing the exponent or shifting left
and decrementing the exponent
No Exception
Small ALU
Exponentdifference
Control
ExponentSign Fraction
Big ALU
ExponentSign Fraction
0 1 0 1 0 1
Shift right
0 1 0 1
Increment ordecrement
Shift left or right
Rounding hardware
ExponentSign Fraction
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Floating point multiply
• To multiply two numbers
– Add the two exponent (remember access 127 notation)
– Produce the result sign as exor of two signs
– Multiply significand portions
– Results will be 1x.xxxxx… or 01.xxxx….
– In the first case shift result right and adjust exponent
– Round off the result
– This may require another normalization step
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Floating point divide
• To divide two numbers
– Subtract divisor’s exponent from the dividend’s exponent (remember access 127 notation)
– Produce the result sign as exor of two signs
– Divide dividend’s significand by divisor’s significand portions
– Results will be 1.xxxxx… or 0.1xxxx….
– In the second case shift result left and adjust exponent
– Round off the result
– This may require another normalization step
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Floating point complexities
• Operations are somewhat more complicated (see text)
• In addition to overflow we can have “underflow”
• Accuracy can be a big problem
– IEEE 754 keeps two extra bits, guard and round
– Four rounding modes
– Positive divided by zero yields “infinity”
– Zero divide by zero yields “not a number”
– Other complexities
• Implementing the standard can be tricky
• Not using the standard can be even worse
– See text for description of 80x86 and Pentium bug!
28ECE369
Lets Build a Processor, Introduction to Instruction Set Architecture
• First Step Into Your Project !!!
• How could we build a 1-bit ALU for add, and, or?
• Need to support the set-on-less-than instruction (slt)
– slt is an arithmetic instruction
– produces a 1 if a < b and 0 otherwise
– use subtraction: (a-b) < 0 implies a < b
• Need to support test for equality (beq $t5, $t6, Label)
– use subtraction: (a-b) = 0 implies a = b
• How could we build a 32-bit ALU? 32
32
32
operation
result
a
b
ALU
Must Read Appendix
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One-bit adder
• Takes three input bits and generates two output bits
• Multiple bits can be cascaded
cout = a.b + a.cin + b.cin
sum = a <xor> b <xor> cin
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Building a 32 bit ALU
b
0
2
Result
Operation
a
1
CarryIn
CarryOut
Result31a31
b31
Result0
CarryIn
a0
b0
Result1a1
b1
Result2a2
b2
Operation
ALU0
CarryIn
CarryOut
ALU1
CarryIn
CarryOut
ALU2
CarryIn
CarryOut
ALU31
CarryIn
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• Two's complement approach: just negate b and add.
• How do we negate?
• A very clever solution:
What about subtraction (a – b) ?
b
0
2
Result
Operation
a
1
CarryIn
CarryOut
000 = and001 = or010 = add
0
2
Result
Operation
a
1
CarryIn
CarryOut
0
1
Binvert
b000 = and001 = or010 = add110 = subtract
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Supporting Slt
• Can we figure out the idea?
000 = and001 = or010 = add110 = subtract111 = slt
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Seta31
0
Result0a0
Result1a1
0
Result2a2
0
Operation
b31
b0
b1
b2
Result31
Overflow
Bnegate
Zero
ALU0Less
CarryIn
CarryOut
ALU1Less
CarryIn
CarryOut
ALU2Less
CarryIn
CarryOut
ALU31Less
CarryIn
Test for equality
• Notice control lines
000 = and001 = or010 = add110 = subtract111 = slt
• Note: Zero is a 1 if result is zero!
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Conclusion
• We can build an ALU to support an instruction set
– key idea: use multiplexor to select the output we want
– we can efficiently perform subtraction using two’s complement
– we can replicate a 1-bit ALU to produce a 32-bit ALU
• Important points about hardware
– all of the gates are always working
– speed of a gate is affected by the number of inputs to the gate
– speed of a circuit is affected by the number of gates in series(on the “critical path” or the “deepest level of logic”)
• Our primary focus: comprehension, however,
– Clever changes to organization can improve performance(similar to using better algorithms in software)
• How about my instruction smt (set if more than)???
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ALU Summary
• We can build an ALU to support addition
• Our focus is on comprehension, not performance
• Real processors use more sophisticated techniques for arithmetic
• Where performance is not critical, hardware description languages allow designers to completely automate the creation of hardware!
42ECE369
Problem: Ripple carry adder is slow!
• Is a 32-bit ALU as fast as a 1-bit ALU?• Is there more than one way to do addition?
• Can you see the ripple? How could you get rid of it?
c1 = a0b0 + a0c0 + b0c0c2 = a1b1 + a1c1 + b1c1 c2 = c3 = a2b2 + a2c2 + b2c2 c3 = c4 = a3b3 + a3c3 + b3c3 c4 =
• Not feasible! Why?
43ECE369
Carry Bit
ininout bcacabc
iiiiiii cbcabac 1
0000001 cbcabac
1111112 cbcabac 0000001000000111 cbcababcbcabaaba
00100100100100100111 cbbcabbabcbacaabaaba
2222223 cbcabac
44ECE369
Generate/Propagate
ai bi ci+1
0 0
0 1
1 0
1 1
0000001 cbcabac
000001 )( cbabac
1111112 cbcabac
11111 )( cbaba
000001111 )()( cbabababa
},{ iiii babacommon ai bi ci+1
0 0
0 1
1 0
1 1
iibagenerate ii bapropagate
0
1
0
0
1
0
1
1
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Generate/Propagate (Ctd.)
iibagenerateii bapropagate
000001 )( cbabac
000 cpg
111112 )( cbabac
)( 00011 cpgpg
001011 cppgpg
iiii cpgc 1
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Carry-look-ahead adder
• Motivation: – If we didn't know the value of carry-in, what could we do?– When would we always generate a carry? gi = ai . bi – When would we propagate the carry? pi = ai + bi
• Did we get rid of the ripple?
c1 = g0 + p0c0c2 = g1 + p1c1 c2 = g1 + p1g0 + p1p0c0c3 = g2 + p2c2 c3 = g2 + p2g1 + p2p1g0 + p2p1p0c0c4 = g3 + p3c3 c4 = g3 + p3g2 + p3p2g1 + p3p2p1g0 + p3p2p1p0c0
• Feasible! Why?c1 = a0b0 + a0c0 + b0c0c2 = a1b1 + a1c1 + b1c1 c2 = c3 = a2b2 + a2c2 + b2c2 c3 = c4 = a3b3 + a3c3 + b3c3 c4 =
a3 a2 a1 a0b3 b2 b1 b0
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A 4-bit carry look-ahead adder
• Generate g and p term for each bit
• Use g’s, p’s and carry in to generate all C’s
• Also use them to generate block G and P
• CLA principle can be used recursively