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1 ECE369 ECE 369 Chapter 3

1 ECE369 Chapter 3. 2 ECE369 Multiplication More complicated than addition –Accomplished via shifting and addition More time and more area

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1ECE369

ECE 369

Chapter 3

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

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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

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Example

ControltestWrite

32 bits

64 bits

Shift rightProduct

Multiplicand

32-bit ALU

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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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Division (7÷2)

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Improved Division

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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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Opposite Way

Sign Exponent Fraction

- 129 0x2-1+1x2-2=0.25

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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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Add 0.510 and -0.437510

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Multiplication

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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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Multiplication 0.510 and -0.437510

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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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How about “a nor b”

000 = and001 = or010 = add110 = subtract111 = slt

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Big Picture

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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!

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Optional Reading

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Overflow

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Formulation

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A Simpler Formula ?

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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?

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Carry Bit

ininout bcacabc

iiiiiii cbcabac 1

0000001 cbcabac

1111112 cbcabac 0000001000000111 cbcababcbcabaaba

00100100100100100111 cbbcabbabcbacaabaaba

2222223 cbcabac

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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

46ECE369

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

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16 Bit CLA

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Gate Delay for 16 bit Adder

iibagenerate

ii bapropagate 1

1+2

1+2+2

50ECE369

64-bit carry lookahead adder