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1 1998 Morgan Kaufmann Publishers How to measure, report, and summarize performance? What factors determine the performance of a computer? Critical to purchase and design decisions best performance? least cost? best performance/cost? Questions: Why is some hardware better than others for different programs? What factors of system performance are hardware related? (e.g., Do we need a new machine, or a new operating system?) How does the machine's instruction set affect performance? Performance

1 1998 Morgan Kaufmann Publishers How to measure, report, and summarize performance? What factors determine the performance of a computer? Critical to

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Page 1: 1  1998 Morgan Kaufmann Publishers How to measure, report, and summarize performance? What factors determine the performance of a computer? Critical to

11998 Morgan Kaufmann Publishers

• How to measure, report, and summarize performance?• What factors determine the performance of a computer?• Critical to purchase and design decisions

– best performance?– least cost?– best performance/cost?

• Questions:Why is some hardware better than others for different programs?

What factors of system performance are hardware related?(e.g., Do we need a new machine, or a new operating system?)

How does the machine's instruction set affect performance?

Performance

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• Response Time (execution time)

— The time between the start and completion of a task

• Throughput

— The total amount of work done in a given time

• Q: If we replace the processor with a faster one, what do we increase?

A: Response time and throughput

• Q: If we add an additional processor to a system, what do we increase?

A: Throughput

Computer Performance

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• For some program running on machine X,

PerformanceX = 1 / Execution timeX

• "X is n times faster than Y"

n = PerformanceX / PerformanceY

• Problem: Machine A runs a program in 10 seconds and machine B in 15 seconds. How much faster is A than B?

Answer: n = PerformanceA / PerformanceB

= Execution timeB/Execution timeA = 15/10 = 1.5

A is 1.5 times faster than B.

Book's Definition of Performance

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• Elapsed Time, wall-clock time or response time

– counts everything (disk and memory accesses, I/O , etc.)

– a useful number, but often not good for comparison purposes

• CPU time

– doesn't count I/O or time spent running other programs

– can be broken up into system time, and user time

• Our focus: user CPU time

– time spent executing the lines of code that are "in" our program

Execution Time

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Clock Cycles

• Instead of reporting execution time in seconds, we often use cycles

• Execution time = # of clock cycles • cycle time

• Clock “ticks” indicate when to start activities (one abstraction):

• cycle time (period) = time between ticks = seconds per cycle• clock rate (frequency) = cycles per second (1 Hz = 1 cycle/sec)

A 200 MHz clock has a cycle time

time

seconds

program

cycles

program

seconds

cycle

ns 5 610200

1

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So, to improve performance (everything else being equal) you can either

– reduce the # of required clock cycles for a program

– decrease the clock period or, said another way,

increase the clock frequency.

How to Improve Performance

seconds

program

cycles

program

seconds

cycle

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• Multiplication takes more time than addition

• Floating point operations take longer than integer ones

• Accessing memory takes more time than accessing registers

• Important point: changing the cycle time often changes the number of cycles required for various instructions (more later)

• Another point: the same instruction might require a different number of cycles on a different machine

time

Different numbers of cycles for different instructions

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• A program runs in 10 seconds on computer A, which has a 400 MHz clock. We are trying to help a computer designer build a new machine B, that will run this program in 6 seconds. The designer can use new technology to substantially increase the clock rate, but this increase will affect the rest of the CPU design, causing machine B to require 1.2 times as many clock cycles as machine A. What clock rate should we tell the designer to target?”

• Clock cyclesA = 10 s * 400 MHz = 4*109 cycles

Clock cyclesB = 1.2 * 4*109 cycles = 4.8 *109 cycles

Execution time = # of clock cycles * cycle time

Clock rateB = Clock cyclesB / Execution timeB

= 4.8 *109 cycles / 6 s = 800 MHz

Example

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• A given program will require

– some number of instructions (machine instructions)

– some number of cycles

– some number of seconds

• We have a vocabulary that relates these quantities:

– cycle time (seconds per cycle)

– clock rate (cycles per second)

– CPI (cycles per instruction) AVERAGE VALUE!

a floating point intensive application might have a higher CPI

– MIPS (millions of instructions per second)

this would be higher for a program using simple instructions

Now that we understand cycles

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Performance

• Performance is determined by execution time

• Related variables

– # of cycles to execute program

– # of instructions in program

– # of cycles per second

– average # of cycles per instruction

– average # of instructions per second

• Common pitfall: thinking one of the variables is indicative of performance when it really isn’t.

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• Suppose we have two implementations of the same instruction set architecture (ISA). For some program,

Machine A has a clock cycle time of 10 ns and a CPI of 2.0 Machine B has a clock cycle time of 20 ns and a CPI of 1.2

Which machine is faster for this program, and by how much?

• Time per instruction: for A 2.0 * 10 ns = 20 ns

B 1.2 * 20 ns = 24 ns

A is 24/20 = 1.2 times faster

• If two machines have the same ISA, which of our quantities (e.g., clock rate, CPI, execution time, # of instructions, MIPS) will always be identical?

Answer: # of instructions

CPI Example

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• A compiler designer has two alternatives for a certain code sequence.There are three different classes of instructions: A, B, and C, and they require one, two, and three cycles, respectively.

The first sequence has 5 instructions: 2 of A, 1 of B, and 2 of C.The second sequence has 6 instructions: 4 of A, 1 of B, and 1 of C.

Which sequence will be faster? What are the CPI values?

• Sequence 1: 2*1+1*2+2*3 = 10 cycles; CPI1 = 10 / 5 = 2

• Sequence 2: 4*1+1*2+1*3 = 9 cycles; CPI2 = 9 / 6 = 1.5

• Sequence 2 is faster.

# of Instructions Example

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MIPS

• Million Instructions Per Second

• MIPS = instruction count/(execution time*106)

• MIPS is easy to understand but– does not take into account the capabilities of the

instructions; the instruction counts of different instruction sets differ

– varies between programs even on the same computer

– can vary inversely with performance!

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• Two compilers are being tested for a 100 MHz machine with three different classes of instructions: A, B, and C, which require one, two, and three cycles, respectively. Compiler 1: Compiled code uses 5 million Class A, 1 million Class B, and 1 million Class C instructions.Compiler 2: Compiled code uses 10 million Class A, 1 million Class B, and 1 million Class C instructions.

• Which sequence will be faster according to MIPS?

• Which sequence will be faster according to execution time?

MIPS example

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• Cycles and instructions

1: 10 million cycles, 7 million instructions

2: 15 million cycles, 12 million instructions

• Execution time = Clock cycles/Clock rate

• Execution time1 = 10*106 / 100*106 = 0.1 s

• Execution time2 = 15*106 / 100*106 = 0.15 s

• MIPS = Instruction count/(Execution time *106)

• MIPS1 = 7*106 / 0.1*106 = 70

• MIPS2 = 12*106 / 0.15*106 = 80

MIPS example

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• Performance best determined by running a real application

– Use programs typical of expected workload

– Or, typical of expected class of applicationse.g., compilers/editors, scientific applications, graphics, etc.

• Small benchmarks

– nice for architects and designers

– easy to standardize

– can be abused

• SPEC (System Performance Evaluation Cooperative)

– companies have agreed on a set of real programs and inputs

– can still be abused

– valuable indicator of performance (and compiler technology)

Benchmarks

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SPEC ‘95

Benchmark Description

go Artificial intelligence; plays the game of Gom88ksim Motorola 88k chip simulator; runs test programgcc The Gnu C compiler generating SPARC codecompress Compresses and decompresses file in memoryli Lisp interpreterijpeg Graphic compression and decompressionperl Manipulates strings and prime numbers in the special-purpose programming language Perlvortex A database program

tomcatv A mesh generation programswim Shallow water model with 513 x 513 gridsu2cor quantum physics; Monte Carlo simulationhydro2d Astrophysics; Hydrodynamic Naiver Stokes equationsmgrid Multigrid solver in 3-D potential fieldapplu Parabolic/elliptic partial differential equationstrub3d Simulates isotropic, homogeneous turbulence in a cubeapsi Solves problems regarding temperature, wind velocity, and distribution of pollutantfpppp Quantum chemistrywave5 Plasma physics; electromagnetic particle simulation

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SPEC ‘89

• Compiler effects on performance depend on applications.

0

100

200

300

400

500

600

700

800

tomcatvfppppmatrix300eqntottlinasa7doducspiceespressogcc

BenchmarkCompiler

Enhanced compiler

SP

EC

pe

rfo

rman

ce r

atio

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SPEC ‘95

Organisational enhancements enhance performance.

Doubling the clock rate does not double the performance.

Clock rate (MHz)

SP

EC

int

2

0

4

6

8

3

1

5

7

9

10

200 25015010050

Pentium

Pentium Pro

PentiumClock rate (MHz)

SP

EC

fp

Pentium Pro

2

0

4

6

8

3

1

5

7

9

10

200 25015010050

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Version 1

Execution Time After Improvement =

Execution Time Unaffected +

Execution Time Affected / Amount of Improvement

Version 2

Speedup

= Performance after improvement / Performance before improvement

= Execution time before improvement/ Execution time after improvement

Execution time: before n + a

after n + a/p

Principle: Make the common case fast

Amdahl's Law

sun a

nap

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Example:Suppose a program runs in 100 seconds on a machine, with multiply responsible for 80 seconds of this time. How much do we have to improve the speed of multiplication if we want the program to run 4 times faster?"

100 s/4 = 80 s/n + 20 s

5 s = 80s/n

n= 80 s/ 5 s = 16

Amdahl's Law

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Example:A benchmark program spends half of the time executing floating point instructions.

We improve the performance of the floating point unit by a factor of four.

What is the speedup?

Time before 10s

Time after = 5s + 5s/4 = 6.25 s

Speedup = 10/6.25 = 1.6

Amdahl's Law

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Machine Instructions:

• Language of the Machine

• Lowest level of programming, control directly the hardware

• Assembly instructions are symbolic versions of machine instructions

• More primitive than higher level languages

• Very restrictive

• Programs are stored in the memory, one instruction is fetched and executed at a time

• We’ll be working with the MIPS instruction set architecture

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MIPS instruction set:

• Load from memory

Store in memory

• Logic operations

– and, or, negation, shift, ...

• Arithmetic operations

– addition, subtraction, ...

• Branch

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Instruction types:

• 1 operand

Jump #address

Jump $register number

• 2 operands

Multiply $reg1, $reg2

• 3 operands

Add $reg1, $reg2, $reg3

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MIPS arithmetic

• Instructions have 3 operands

• Operand order is fixed (destination first)

Example:

C code: A = B + C

MIPS code: add $s0, $s1, $s2

$s0, etc. are registers

(associated with variables by compiler)

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MIPS arithmetic

• Design Principle 1: simplicity favours regularity.

• Of course this complicates some things...

C code: A = B + C + D;E = F - A;

MIPS code: add $t0, $s1, $s2add $s0, $t0, $s3sub $s4, $s5, $s0

• Operands must be registers, 32 registers provided

• Design Principle 2: smaller is faster.

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Registers vs. Memory

Processor I/O

Control

Datapath

Memory

Input

Output

• Arithmetic instructions operands are registers

• Compiler associates variables with registers

• What about programs with lots of variables

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Memory Organization

• Viewed as a large, single-dimension array, with an address.

• A memory address is an index into the array

• "Byte addressing" means that the index points to a byte of memory.

0

1

2

3

4

5

6

...

8 bits of data

8 bits of data

8 bits of data

8 bits of data

8 bits of data

8 bits of data

8 bits of data

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Memory Organization

• Bytes are nice, but most data items use larger "words"

• For MIPS, a word is 32 bits or 4 bytes.

• 232 bytes with byte addresses from 0 to 232-1

• 230 words with byte addresses 0, 4, 8, ... 232-4

• Words are alignedi.e., the 2 least significant bits of a word address are equal to 0.

0

4

8

12

...

32 bits of data

32 bits of data

32 bits of data

32 bits of data

Registers hold 32 bits of data

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Load and store instructions

• Example:

C code: A[8] = h + A[8];

MIPS code: lw $t0, 32($s3)add $t0, $s2, $t0sw $t0, 32($s3)

• word offset 8 equals byte offset 32

• Store word has destination last

• Remember arithmetic operands are registers, not memory!

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So far we’ve learned:

• MIPS— loading and storing words but addressing bytes— arithmetic on registers only

• Instruction Meaning

add $s1, $s2, $s3 $s1 = $s2 + $s3sub $s1, $s2, $s3 $s1 = $s2 – $s3lw $s1, 100($s2) $s1 = Memory[$s2+100] sw $s1, 100($s2) Memory[$s2+100] = $s1

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• Instructions, like registers and words of data, are also 32 bits long

• Example: add $t0, $s1, $s2

R-type instruction Format:

000000 10001 10010 01000 00000 100000

op rs rt rd shamt funct

op opcode, basic operation

rs 1st source reg.

rt 2nd source reg.

rd destination reg

shamt shift amount

funct function, selects the specific variant of the operation

Machine Language

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• Introduce a new type of instruction format

– I-type for data transfer instructions

Example: lw $t0, 32($s2)

35 18 9 32

op rs rt 16 bit number

rt destination register

new instruction format but fields 1…3 are the same

• Design principle 3: Good design demands good compromises

Machine Language

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• Instructions are groups of bits• Programs are stored in memory

— to be read or written just like data

• Fetch & Execute Cycle– Instructions are fetched and put into a special register– Bits in the register "control" the subsequent actions– Fetch the “next” instruction and continue

Processor Memory

memory for data, programs, compilers, editors, etc.

Stored Program Concept

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• Decision making instructions– alter the control flow,– i.e., change the "next" instruction to be executed

• MIPS conditional branch instructions:

bne $t0, $t1, Label # branch if not equal

beq $t0, $t1, Label # branch if equal

• Example (if): if (i==j) h = i + j;

bne $s0, $s1, Labeladd $s3, $s0, $s1

Label: ....

Control

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• MIPS unconditional branch instructions:j label

• Example (if - then - else):

if (i!=j) beq $s4, $s5, Label1 h=i+j; add $s3, $s4, $s5else j Label2 h=i-j; Label1: sub $s3, $s4, $s5

Label2: ...

Control

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• Example (loop):

Loop: ----

i=i+j; if(i!=h) go to Loop

---

• Loop: ---

add $s1, $s1, $s2 #i=i+j

bne $s1, $s3, Loop

---

Control

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So far:

• Instruction Meaning

add $s1,$s2,$s3 $s1 = $s2 + $s3sub $s1,$s2,$s3 $s1 = $s2 – $s3lw $s1,100($s2) $s1 = Memory[$s2+100] sw $s1,100($s2) Memory[$s2+100] = $s1bne $s4,$s5,LNext instr. is at Label if $s4 $s5beq $s4,$s5,LNext instr. is at Label if $s4 = $s5j Label Next instr. is at Label

• Formats:

op rs rt rd shamt funct

op rs rt 16 bit address

op 26 bit address

R

I

J

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• We have: beq, bne, what about Branch-if-less-than?

• New instruction: set on less than

if $s1 < $s2 then $t0 = 1

slt $t0, $s1, $s2 else $t0 = 0

• slt and bne can be used to implement branch on less than

slt $t0, $s0, $s1

bne $t0, $zero, Less• Note that the assembler needs a register to do this,

there are register conventions for the MIPS assembly language

• we can now build general control structures

Control Flow

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Name Register number Usage$zero 0 the constant value 0$v0-$v1 2-3 values for results and expression evaluation$a0-$a3 4-7 arguments$t0-$t7 8-15 temporaries$s0-$s7 16-23 saved$t8-$t9 24-25 more temporaries$gp 28 global pointer$sp 29 stack pointer$fp 30 frame pointer$ra 31 return address

MIPS Register Convention

• $at, 1 reserved for assembler

• $k0, $k1, 26-27 reserved for operating system

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• Procedures and subroutines allow reuse and structuring of code

• Steps

– Place parameters in a place where the procedure can access them

– Transfer control to the procedure

– Acquire the storage needed for the procedure

– Perform the desired task

– Place the results in a place where the calling program can access them

– Return control to the point of origin

Procedure calls

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• $a0...$a3 four argument registers for passing parameters

• $v0...$v1 two return value registers

• $ra return address register

• use of argument and return value register: compiler

• handling of control passing mechanism: machine

• jump and link instruction: jal ProcAddress

– saves return address (PC+4) in $ra (Program Counter holds the address of the current instruction)

– loads ProcAddress in PC

• return jump: jr $ra

– loads return address in PC

Register assignments for procedure calls

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• Used if four argument registers and two return value registers are not enough or if nested subroutines (a subroutine calls another one) are used

• Can also contain temporary data

• The stack is a last-in-first-out structure in the memory

• Stack pointer ($sp) points at the top of the stack

• Push and pop instructions

• MIPS stack grows from higher addresses to lower addresses

Stack

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bottom

topin

out

elementsin the stack SP

stackgrows

elementsin the stack

Stack and Stack Pointer

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• Small constants are used quite frequently e.g., A = A + 5;

B = B - 1;

• Solution 1: put constants in memory and load them

To add a constant to a register:

lw $t0, AddrConstant($zero)

add $sp,$sp,$t0

• Solution 2: to avoid extra instructions keep the constant inside the instruction itself

addi $29, $29, 4 # i means immediateslti $8, $18, 10andi $29, $29, 6

• Design principle 4: Make the common case fast.

Constants

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• We'd like to be able to load a 32 bit constant into a register

• Must use two instructions, new "load upper immediate" instruction

lui $t0, 1010101010101010

• Then must get the lower order bits right, i.e.,

ori $t0, $t0, 1010101010101010

1010101010101010 0000000000000000

0000000000000000 1010101010101010

1010101010101010 1010101010101010

ori

1010101010101010 0000000000000000

filled with zeros

How about larger constants?

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• simple instructions all 32 bits wide

• very structured, no unnecessary baggage

• only three instruction formats

• rely on compiler to achieve performance— what are the compiler's goals?

• help compiler where we can

op rs rt rd shamt funct

op rs rt 16 bit address

op 26 bit address

R

I

J

Overview of MIPS

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• Instructions:

bne $t4,$t5,Label Next instruction is at Label if $t4 $t5beq $t4,$t5,Label Next instruction is at Label if $t4 = $t5

j Label Next instruction is at Label

• Formats:

• Addresses are not 32 bits — How do we handle this with load and store instructions?

op rs rt 16 bit address

op 26 bit address

I

J

Addresses in Branches and Jumps

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• Instructions:

bne $t4,$t5,Label Next instruction is at Label if $t4$t5beq $t4,$t5,Label Next instruction is at Label if $t4=$t5

• Formats:

• Could specify a register (like lw and sw) and add it to address– use Instruction Address Register (PC = program counter)– most branches are local (principle of locality)

• Jump instructions just use high order bits of PC – address boundaries of 256 MB

op rs rt 16 bit addressI

Addresses in Branches

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• Register addressing

– operand in a register

• Base or displacement addressing

– operand in the memory

– address is the sumof a register and a constant in the instruction

• Immediate addressing

– operand is a constant within the instruction

• PC-relative addressing

– address is the sum of the PC and a constant in the instruction

– used e.g. in branch instructions

• Pseudodirect addressing

– jump address is the 26 bits of the instruction concatenated with the upper bits of the PC

• Additional addressing modes in other computers

MIPS addressing mode summary

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Byte Halfword Word

Registers

Memory

Memory

Word

Memory

Word

Register

Register

1. Immediate addressing

2. Register addressing

3. Base addressing

4. PC-relative addressing

5. Pseudodirect addressing

op rs rt

op rs rt

op rs rt

op

op

rs rt

Address

Address

Address

rd . . . funct

Immediate

PC

PC

+

+

MIPS addressing mode summary

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To summarize:MIPS operands

Name Example Comments$s0-$s7, $t0-$t9, $zero, Fast locations for data. In MIPS, data must be in registers to perform

32 registers $a0-$a3, $v0-$v1, $gp, arithmetic. MIPS register $zero always equals 0. Register $at is $fp, $sp, $ra, $at reserved for the assembler to handle large constants.

Memory[0], Accessed only by data transfer instructions. MIPS uses byte addresses, so

230

memory Memory[4], ..., sequential words differ by 4. Memory holds data structures, such as arrays,

words Memory[4294967292] and spilled registers, such as those saved on procedure calls.

MIPS assembly language

Category Instruction Example Meaning Commentsadd add $s1, $s2, $s3 $s1 = $s2 + $s3 Three operands; data in registers

Arithmetic subtract sub $s1, $s2, $s3 $s1 = $s2 - $s3 Three operands; data in registers

add immediate addi $s1, $s2, 100 $s1 = $s2 + 100 Used to add constants

load word lw $s1, 100($s2) $s1 = Memory[$s2 + 100] Word from memory to register

store word sw $s1, 100($s2) Memory[$s2 + 100] = $s1 Word from register to memory

Data transfer load byte lb $s1, 100($s2) $s1 = Memory[$s2 + 100] Byte from memory to register

store byte sb $s1, 100($s2) Memory[$s2 + 100] = $s1 Byte from register to memory

load upper immediate lui $s1, 100 $s1 = 100 * 216 Loads constant in upper 16 bits

branch on equal beq $s1, $s2, 25 if ($s1 == $s2) go to PC + 4 + 100

Equal test; PC-relative branch

Conditional

branch on not equal bne $s1, $s2, 25 if ($s1 != $s2) go to PC + 4 + 100

Not equal test; PC-relative

branch set on less than slt $s1, $s2, $s3 if ($s2 < $s3) $s1 = 1; else $s1 = 0

Compare less than; for beq, bne

set less than immediate

slti $s1, $s2, 100 if ($s2 < 100) $s1 = 1; else $s1 = 0

Compare less than constant

jump j 2500 go to 10000 Jump to target address

Uncondi- jump register jr $ra go to $ra For switch, procedure return

tional jump jump and link jal 2500 $ra = PC + 4; go to 10000 For procedure call

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• Assembly provides convenient symbolic representation

– much easier than writing down numbers

– e.g., destination first

• Machine language is the underlying reality

– e.g., destination is no longer first

• Assembly can provide 'pseudoinstructions'

– e.g., “move $t0, $t1” exists only in Assembly

– would be implemented using “add $t0,$t1,$zero”

• When considering performance you should count real instructions

Assembly Language vs. Machine Language

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• Design alternative:

– provide more powerful operations than found in MIPS

– goal is to reduce number of instructions executed

– danger is a slower cycle time and/or a higher CPI

• Sometimes referred to as “RISC vs. CISC”

– Reduced Instruction Set Computers

– Complex Instruction Set Computers

– virtually all new instruction sets since 1982 have been RISC

Alternative Architectures

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Reduced Instruction Set Computers

• Common characteristics of all RISCs

– Single cycle issue

– Small number of fixed length instruction formats

– Load/store architecture

– Large number of registers

• Additional characteristics of most RISCs

– Small number of instructions

– Small number of addressing modes

– Fast control unit

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An alternative architecture: 80x86

• 1978: The Intel 8086 is announced (16 bit architecture)

• 1980: The 8087 floating point coprocessor is added

• 1982: The 80286 increases address space to 24 bits, +instructions

• 1985: The 80386 extends to 32 bits, new addressing modes

• 1989-1995: The 80486, Pentium, Pentium Pro add a few instructions(mostly designed for higher performance)

• 1997: MMX is added

• Intel had a 16-bit microprocessor two years before its competitors’ more elegant architectures which led to the selection of the 8086 as the CPU for the IBM PC

• “This history illustrates the impact of the “golden handcuffs” of compatibility”

“an architecture that is difficult to explain and impossible to love”

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A dominant architecture: 80x86

• See your textbook for a more detailed description

• Complexity:

– Instructions from 1 to 17 bytes long

– one operand must act as both a source and destination

– one operand can come from memory

– complex addressing modese.g., “base or scaled index with 8 or 32 bit displacement”

• Saving grace:

– the most frequently used architectural components are not too difficult to implement

– compilers avoid the portions of the architecture that are slow

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• Instruction complexity is only one variable

– lower instruction count vs. higher CPI / lower clock rate

• Design Principles:

– simplicity favours regularity

– smaller is faster

– good design demands good compromises

– make the common case fast

• Instruction set architecture

– a very important abstraction indeed!

Summary

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Arithmetic

• Where we've been:

– Performance (seconds, cycles, instructions)

– Abstractions: Instruction Set Architecture Assembly Language and Machine Language

• What's up ahead:

– Implementing the Architecture

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Arithmetic

• We start with the Arithmetic Logic Unit

32

32

32

operation

result

a

b

ALU

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• Bits are just bits (no inherent meaning)— conventions define relationship between bits and numbers

• Binary numbers (base 2)0000 0001 0010 0011 0100 0101 0110 0111 1000 1001...decimal: 0...2n-1

• Of course it gets more complicated:numbers are finite (overflow)fractions and real numbersnegative numbers

• How do we represent negative numbers?i.e., which bit patterns will represent which numbers?

• Octal and hexadecimal numbers

• Floating-point numbers

Numbers

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• Sign Magnitude: One's Complement Two's Complement

000 = +0 000 = +0 000 = +0001 = +1 001 = +1 001 = +1010 = +2 010 = +2 010 = +2011 = +3 011 = +3 011 = +3100 = -0 100 = -3 100 = -4101 = -1 101 = -2 101 = -3110 = -2 110 = -1 110 = -2111 = -3 111 = -0 111 = -1

• Issues: balance, number of zeros, ease of operations.

• Two’s complement is best.

Possible Representations of Signed Numbers

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• 32 bit signed numbers:

0000 0000 0000 0000 0000 0000 0000 0000two = 0ten

0000 0000 0000 0000 0000 0000 0000 0001two = + 1ten

0000 0000 0000 0000 0000 0000 0000 0010two = + 2ten

...0111 1111 1111 1111 1111 1111 1111 1110two = + 2,147,483,646ten

0111 1111 1111 1111 1111 1111 1111 1111two = + 2,147,483,647ten

1000 0000 0000 0000 0000 0000 0000 0000two = – 2,147,483,648ten

1000 0000 0000 0000 0000 0000 0000 0001two = – 2,147,483,647ten

1000 0000 0000 0000 0000 0000 0000 0010two = – 2,147,483,646ten

...1111 1111 1111 1111 1111 1111 1111 1101two = – 3ten

1111 1111 1111 1111 1111 1111 1111 1110two = – 2ten

1111 1111 1111 1111 1111 1111 1111 1111two = – 1ten

maxint

minint

MIPS

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• Negating a two's complement number: invert all bits and add 1

– Remember: “Negate” and “invert” are different operations.

You negate a number but invert a bit.

• Converting n bit numbers into numbers with more than n bits:

– MIPS 16 bit immediate gets converted to 32 bits for arithmetic

– copy the most significant bit (the sign bit) into the other bits

0010 -> 0000 0010

1010 -> 1111 1010

– "sign extension"

– MIPS load byte instructions

lbu: no sign extension

lb: sign extension

Two's Complement Operations

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• Just like in grade school (carry/borrow 1s) 0111 0111 0110+ 0110 - 0110 - 0101 1101 0001 0001

• Two's complement operations easy

– subtraction using addition of negative numbers 0111+ 1010

10001

• Overflow (result too large for finite computer word):

– e.g., adding two n-bit numbers does not yield an n-bit number 0111+ 0001

1000

Addition & Subtraction

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• No overflow when adding a positive and a negative number

• No overflow when signs are the same for subtraction

• Overflow occurs when the value affects the sign:

– overflow when adding two positives yields a negative

– or, adding two negatives gives a positive

– or, subtract a negative from a positive and get a negative

– or, subtract a positive from a negative and get a positive

• Consider the operations A + B, and A – B

– Can overflow occur if B is 0 ? No.

– Can overflow occur if A is 0 ? Yes.

Detecting Overflow

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• An exception (interrupt) occurs

– Control jumps to predefined address for exception

– Interrupted address is saved for possible resumption

• Details based on software system / language

– example: flight control vs. homework assignment

• Don't always want to detect overflow— new MIPS instructions: addu, addiu, subu

note: addiu still sign-extends!note: sltu, sltiu for unsigned comparisons

Effects of Overflow

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• and, andi: bit-by-bit AND

• or, ori: bit-by-bit OR

• sll: shift left logical

• slr: shift right logical

• 0101 1010

shifting left two steps gives 0110 1000

• 0110 1010

shifting right three bits gives 0000 1011

Logical Operations

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• Let's build a logical unit to support the and and or instructions

– we'll just build a 1 bit unit, and use 32 of them

– op=0: and; op=1: or

• Possible Implementation (sum-of-products):

res = a • b + a • op + b • op

b

a

operation

result

Logical unit

op a b res0 0 0 00 0 1 00 1 0 00 1 1 11 0 0 01 0 1 11 1 0 11 1 1 1

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• Selects one of the inputs to be the output, based on a control input

IEC symbol

of a 4-input

MUX:

• Lets build our logical unit using a MUX:

S

CA

B0

1

Review: The Multiplexor

0

1b

a

Operation

Result

MUX

0

1

0123

G03_

EN

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• Not easy to decide the “best” way to build something– Don't want too many inputs to a single gate– Don’t want to have to go through too many gates– For our purposes, ease of comprehension is important– We use multiplexors

• Let's look at a 1-bit ALU for addition:

• How could we build a 1-bit ALU for AND, OR and ADD?

• How could we build a 32-bit ALU?

Different Implementations

cout = a b + a cin + b cin

sum = a xor b xor cin

Sum

CarryIn

CarryOut

a

b

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Building a 32 bit ALU for AND, OR and ADD

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

We need a 4-input MUX.

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• Two's complement approch: just negate b and add.

• A clever solution:

• In a multiple bit ALU the least significant CarryIn has to be equal to 1 for subtraction.

What about subtraction (a – b) ?

0

2

Result

Operation

a

1

CarryIn

CarryOut

0

1

Binvert

b

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• Need to support the set-on-less-than instruction (slt)

– remember: slt is an arithmetic instruction

– produces a 1 if rs < rt and 0 otherwise

– use subtraction: (a-b) < 0 implies a < b

• Need to support test for equality (beq $t5, $t6, $t7)

– use subtraction: (a-b) = 0 implies a = b

Tailoring the ALU to the MIPS

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Supporting slt

• Other ALUs:

• Most significant ALU:

0

3

Result

Operation

a

1

CarryIn

CarryOut

0

1

Binvert

b 2

Less

0

3

Result

Operation

a

1

CarryIn

0

1

Binvert

b 2

Less

Set

Overflowdetection

Overflow

a.

b.

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Seta31

0

ALU0 Result0

CarryIn

a0

Result1a1

0

Result2a2

0

Operation

b31

b0

b1

b2

Result31

Overflow

Binvert

CarryIn

Less

CarryIn

CarryOut

ALU1Less

CarryIn

CarryOut

ALU2Less

CarryIn

CarryOut

ALU31Less

CarryIn

32 bit ALU supporting slt

a<b a-b<0, thusSet is the sign bitof the result.

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Final ALU including test for equality

• Notice control lines:

000 = and001 = or010 = add110 = subtract111 = slt

•Note: zero is a 1 when the result is zero!

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

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Conclusion

• We can build an ALU to support the MIPS 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

– the speed of a gate is affected by the number of inputs to the gate

– the 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)– we’ll look at examples for addition, multiplication and division

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• A 32-bit ALU is much slower than a 1-bit ALU.• There are more than one way to do addition.

– the two extremes: ripple carry and sum-of-products

Can you see the ripple? How could you get rid of it?

c1 = b0c0 + a0c0 + a0b0

c2 = b1c1 + a1c1 + a1b1 c2 = c2(a0,b0,c0,a1,b1)

c3 = b2c2 + a2c2 + a2b2 c3 = c3(a0,b0,c0,a1,b1,a2,b2)

c4 = b3c3 + a3c3 + a3b3 c4 = c4(a0,b0,c0,a1,b1,a2,b2,a3,b3)

Not feasible! Too many inputs to the gates.

Problem: ripple carry adder is slow

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• An approach in-between the two extremes• 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

– Look at the truth table!

• Did we get rid of the ripple?c1 = g0 + p0c0

c2 = g1 + p1c1 c2 = g1+p1g0+p1p0c0

c3 = g2 + p2c2 c3 = g2+p2g1+p2p1g0+p2p1p0c0

c4 = g3 + p3c3 c4 = ...

Feasible! A smaller number of inputs to the gates.

Carry-lookahead adder

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1-bit adder

a b cin cout sum

0 0 0 0 00 0 1 0 10 1 0 0 10 1 1 1 01 0 0 0 11 0 1 1 01 1 0 1 01 1 1 1 1

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• Can’t build a 16 bit CLA adder (too big)• Could use ripple carry of 4-bit CLA adders• Better: use the CLA principle again!

Principle shown in the figure. See textbook for details.

Use principle to build bigger adders

CarryIn

Result0--3

ALU0

CarryIn

Result4--7

ALU1

CarryIn

Result8--11

ALU2

CarryIn

CarryOut

Result12--15

ALU3

CarryIn

C1

C2

C3

C4

P0G0

P1G1

P2G2

P3G3

pigi

pi + 1gi + 1

ci + 1

ci + 2

ci + 3

ci + 4

pi + 2gi + 2

pi + 3gi + 3

a0b0a1b1a2b2a3b3

a4b4a5b5a6b6a7b7

a8b8a9b9

a10b10a11b11

a12b12a13b13a14b14a15b15

Carry-lookahead unit

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• More complicated than addition

– can be accomplished via shifting and addition

• More time and more area

• Let's look at 2 versions based on grammar school algorithm

0010 (multiplicand)

x_1011 (multiplier)

0010 0010

0000 0010___ 0010110

• Negative numbers: easy way: convert to positive and multiply

– there are better techniques

Multiplication

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Multiplication, First Version

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

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Multiplication, Final Version

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

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Booth’s Algorithm

• The grammar school method was implemented using addition and shifting

• Booth’s algorithm also uses subtraction

• Based on two bits of the multiplier either add, subtract or do nothing; always shift

• Handles two’s complement numbers

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Fast multipliers

• Combinational implementations– Conventional multiplier algorithm

• partial products with AND gates• adders

– Lots of modifications

• Sequential implementations– Pipelined multiplier

• registers between levels of logic• result delayed• effective speed of multiple multiplications increased

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Four-Bit Binary Multiplication

Multiplicand B3 B2 B1 B0

Multiplier A3 A2 A1 A0

1st partial product A0B3 A0B2 A0B1 A0B0

2nd partial product A1B3 A1B2 A1B1 A1B0

3rd partial product A2B3 A2B2 A2B1 A2B0

4th partial product + A3B3 A3B2 A3B1 A3B0

Final product P7 P6 P5 P4 P3 P2 P1 P0

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Classical Implementation

P7:0

PP1

PP2

PP3

PP4

&

&

&

&

A0B0A0B1A0B2A0B3

4/

4/

4/

4/

6/

6/

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Pipelined Multiplier

Clk

/ /

/

/

/

/

/

/

/

/

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Division

• Simple method:

– Initialise the remainder with the dividend

– Start from most significant end

– Subtract divisor from the remainder if possible (quotient bit 1)

– Shift divisor to the right and repeat

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Division, First Version

64-bit ALU

Controltest

QuotientShift left

RemainderWrite

DivisorShift right

64 bits

64 bits

32 bits

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Division, Final Version

Same hardware formultiply and divide.

Write

32 bits

64 bits

Shift leftShift right

Remainder

32-bit ALU

Divisor

Controltest

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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., .000000001

– very large numbers, e.g., 3.15576 109

• Representation:

– sign, exponent, significand: (–1)sign significand 2exponent

– more bits for significand gives more accuracy

– more bits for exponent increases range

• IEEE 754 floating point standard:

– single precision: 8 bit exponent, 23 bit significand

– double precision: 11 bit exponent, 52 bit significand

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IEEE 754 floating-point standard

• 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– summary: (–1)sign significand) 2exponent – bias

• Example:

– decimal: -.75 = -3/4 = -3/22

– binary: -.11 = -1.1 x 2-1

– floating point: exponent = 126 = 01111110

– IEEE single precision: 10111111010000000000000000000000

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Floating-point addition

1. Shift the significand of the number with the lesser exponent right until the exponents match

2. Add the significands

3. Normalise the sum, checking for overflow or underflow

4. Round the sum

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Floating-point addition

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Floating-point multiplication

1. Add the exponents

2. Multiply the significands

3. Normalise the product, checking for overflow or underflow

4. Round the product

5. Find out the sign of the product

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1001998 Morgan Kaufmann Publishers

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 during intermediate calculations,

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

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Chapter Four Summary

• Computer arithmetic is constrained by limited precision

• Bit patterns have no inherent meaning but standards do exist

– two’s complement

– IEEE 754 floating point

• Computer instructions determine “meaning” of the bit patterns

• Performance and accuracy are important so there are manycomplexities in real machines (i.e., algorithms and implementation).

• We are ready to move on (and implement the processor)