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ECE Department University of Massachusetts Dartmouth 285 Old Westport Rd. North Dartmouth, MA 02747-2300. Ch1. Fundamentals of Computer Design 3. Principles (5). ECE562/468 Advanced Computer Architecture Prof. Honggang Wang.
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ECE Department University of Massachusetts Dartmouth285 Old Westport Rd.North Dartmouth, MA 02747-2300 Ch1. Fundamentals of Computer Design 3. Principles (5) ECE562/468 Advanced Computer Architecture Prof. Honggang Wang Slides based on the PowerPoint Presentations created by David Patterson as part of the Instructor Resources for the textbook by Hennessy & Patterson Updated by Honggang Wang.
Administrative Issues (02/06/2014) • Project team set-up due Thursday, Feb. 27 • Each group has 4-5 group members • Two types of groups: ECE 468 and ECE 562 • If you registered ECE 468, you only can join ECE 468 group • If you registered ECE 562, you only can join ECE 562 group • Your group leader must send me an email about your group information by 02/27 • If you missed the first week class, go to the course website for syllabus and 1st lecture. • My office hours: • T./TH. 11 am-12:30 pm, Fri. 1:00-2:00 pm www.faculty.umassd.edu/honggang.wang/teaching.html
Review of Lecture #2 In the #2 lecture, we covered the • Careful, quantitative comparisons: Performance • Compute Mean • Benchmark
Comp. Arch. is an Integrated Approach • What really matters is the functioning of the complete system • hardware, runtime system, compiler, operating system, and application • Computer architecture is not just about transistors, individual instructions, or particular implementations • E.g., Original RISC projects replaced complex instructions with a compiler + simple instructions
Computer Architecture is Design & Analysis Architecture is an iterative process: • Searching the space of possible designs • At all levels of computer systems Creativity Cost / Performance Analysis Good Ideas Mediocre Ideas Bad Ideas
Our ECE 562/468 Focus Understanding the design techniques, machine structures, technology factors, evaluation methods that will determine the form of computers in 21st Century Parallelism Technology Programming Languages Applications Interface Design (ISA) Computer Architecture: • Organization • Hardware/Software Boundary Compilers Operating Measurement & Evaluation History Systems
1) Taking Advantage of Parallelism • Increasing throughput of server computer via multiple processors or multiple disks • Detailed HW design • Carry lookahead adders uses parallelism to speed up computing sums from linear to logarithmic in number of bits per operand • Multiple memory banks searched in parallel in set-associative caches • Pipelining: overlap instruction execution to reduce the total time to complete an instruction sequence. • Not every instruction depends on immediate predecessor executing instructions completely/partially in parallel possible • Classic 5-stage pipeline: 1) Instruction Fetch (Ifetch), 2) Register Read (Reg), 3) Execute (ALU), 4) Data Memory Access (Dmem), 5) Register Write (Reg)
Reg Reg Reg Reg Reg Reg Reg Reg Ifetch Ifetch Ifetch Ifetch DMem DMem DMem DMem ALU ALU ALU ALU Time (clock cycles) Cycle 1 Cycle 2 Cycle 3 Cycle 4 Cycle 5 Cycle 6 Cycle 7 I n s t r. O r d e r Pipelined Instruction Execution
Reg Reg Reg Reg Reg Reg Reg Reg Ifetch Ifetch Ifetch Ifetch DMem DMem DMem DMem ALU ALU ALU ALU Limits to pipelining • Hazards prevent next instruction from executing during its designated clock cycle • Structural hazards: attempt to use the same hardware to do two different things at once • Data hazards: Instruction depends on result of prior instruction still in the pipeline • Control hazards: Caused by delay between the fetching of instructions and decisions about changes in control flow (branches and jumps). Time (clock cycles) I n s t r. O r d e r
2) The Principle of Locality • The Principle of Locality: • Program access a relatively small portion of the address space at any instant of time. • Two Different Types of Locality: • Temporal Locality (Locality in Time): If an item is referenced, it will tend to be referenced again soon (e.g., loops, reuse) • Spatial Locality (Locality in Space): If an item is referenced, items whose addresses are close by tend to be referenced soon (e.g., array access) • Last 30 years, HW relied on locality for memory performance. MEM P $
Levels of the Memory Hierarchy Capacity Access Time Cost Staging Transfer Unit Upper Level CPU Registers 100s Bytes 300 – 500 ps (0.3-0.5 ns) Registers prog./compiler 1-8 bytes Instr. Operands faster L1 Cache L1 and L2 Cache 10s-100s K Bytes ~1 ns - ~10 ns $1000s/ GByte cache cntl 32-64 bytes Blocks L2 Cache cache cntl 64-128 bytes Blocks Main Memory G Bytes 80ns- 200ns ~ $100/ GByte Memory OS 4K-8K bytes Pages Disk 10s T Bytes, 10 ms (10,000,000 ns) ~ $1 / GByte Disk user/operator Mbytes Files Larger Tape infinite sec-min ~$1 / GByte Tape Lower Level
3) Focus on the Common Case • Common sense guides computer design • Since its engineering, common sense is valuable • In making a design trade-off, favor the frequent case over the infrequent case • E.g., Instruction fetch and decode unit used more frequently than multiplier, so optimize it 1st • E.g., If database server has 50 disks / processor, storage dependability dominates system dependability, so optimize it 1st • Frequent case is often simpler and can be done faster than the infrequent case • E.g., overflow is rare when adding 2 numbers, so improve performance by optimizing more common case of no overflow • May slow down overflow, but overall performance improved by optimizing for the normal case • What is frequent case and how much performance improved by making case faster => Amdahl’s Law
4) Amdahl’s Law Amdahl’s law sates that the performance improvement to be gained from using some faster mode of execution is limited by the fraction of the items the faster mode can be used. Best you could ever hope to do: the law of diminishing returns
Amdahl’s Law example • New CPU 10X faster • I/O bound server, so 60% time waiting for I/O • Apparently, its human nature to be attracted by 10X faster, vs. keeping in perspective its just 1.6X faster
CPU time = Seconds = Instructions x Cycles x Seconds Program Program Instruction Cycle CPI 5) Processor performance equationThe Iron Law inst count Cycle time Inst Count CPI Clock Rate Program X Compiler X (X) Inst. Set. X X Organization X X Technology X
Two Examples:Amdahl’s Law[p.40]Iron Law[43] • Measurements • FP: 25%, 4 CPI where FPSQR: 2%, 20 CPI • others: 1.33 CPI • Two Alternatives • FPSQR: decrease to 2 CPI • FP: decrease to 2.5 CPI Winner: FP Same speedup • Two Alternatives • FPSQR: 20%, 10X • FP: 50%, 1.6X Winner: FP Q1: What is the difference ?
Summary • Computer Architecture >> instruction sets • Computer Architecture skill sets are different • 5 Quantitative principles of design • Quantitative approach to design • Technology tracking and anticipation • Computing at the crossroads from sequential to parallel computing • Salvation requires innovation in many fields, including computer architecture
Things To Do Next Topics Ch2.Instruction-Level Parallelism & Its Exploitation • Find your partners for the class project • Feb. 27, Thursday (email me the team information) • Check out the class website about • lecture notes • reading assignments • Homework 1 assignment • http://www.faculty.umassd.edu/honggang.wang/ece562_web/assignment.html