500 likes | 624 Views
ECE369 Chapter 2. Instruction Set Architecture. A very important abstraction interface between hardware and low-level software standardizes instructions, machine language bit patterns, etc. advantage: different implementations of the same architecture
E N D
Instruction Set Architecture • A very important abstraction • interface between hardware and low-level software • standardizes instructions, machine language bit patterns, etc. • advantage: different implementations of the same architecture • disadvantage: sometimes prevents using new innovations • Modern instruction set architectures: • IA-32, PowerPC, MIPS, SPARC, ARM, and others
The MIPS Instruction Set • Used as the example throughout the book • Stanford MIPS commercialized by MIPS Technologies (www.mips.com) • Large share of embedded core market • Applications in consumer electronics, network/storage equipment, cameras, printers, … • Typical of many modern ISAs • See MIPS Reference Data tear-out card, and Appendixes B and E
MIPS arithmetic • All instructions have 3 operands • Operand order is fixed (destination first)Example: C code: a = b + c MIPS ‘code’: add a, b, c (we’ll talk about registers in a bit)“The natural number of operands for an operation like addition is three…requiring every instruction to have exactly three operands, no more and no less, conforms to the philosophy of keeping the hardware simple”
MIPS arithmetic • Design Principle: simplicity favors regularity. • Of course this complicates some things... C code: a = b + c + d; MIPS code: add a, b, c add a, a, d • Operands must be registers, only 32 registers provided • Each register contains 32 bits • Design Principle: smaller is faster. Why?
Control Input Memory Datapath Output Processor I/O Registers vs. Memory • Arithmetic instructions operands must be registers, — only 32 registers provided • Compiler associates variables with registers • What about programs with lots of variables
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 8 bits of data 1 8 bits of data 2 8 bits of data 3 8 bits of data 4 8 bits of data 5 8 bits of data 6 8 bits of data ...
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 aligned i.e., what are the least 2 significant bits of a word address? 0 32 bits of data 4 32 bits of data Registers hold 32 bits of data 8 32 bits of data 12 32 bits of data ...
Instructions • Load and store instructions • Example: C code: A[12] = h + A[8]; # $s3 stores base address of A and $s2 stores h MIPS code: lw $t0, 32($s3) add $t0, $s2, $t0 sw $t0, 48($s3) • Can refer to registers by name (e.g., $s2, $t2) instead of number • Store word has destination last • Remember arithmetic operands are registers, not memory! Can’t write: add 48($s3), $s2, 32($s3)
Instructions • Example: C code: g = h + A[i];# $s3 stores base address of A and # g,h and i in $s1,$s2 and $s4 Add $t1,$s4,$s4 Add $t1,$t1,$t1 Add $t1,$t1,$s3 Lw $t0,0($t1) Add $s1,$s2,$t0 t1 = 2*i t1 = 4*i t1 = 4*i + s3 t0 = A[i] g = h + A[i]
So far we’ve learned: • MIPS — loading words but addressing bytes — arithmetic on registers only • InstructionMeaningadd $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] = $s1
Policy of Use Conventions Register 1 ($at) reserved for assembler, 26-27 for operating system
MIPS Format • Instructions, like registers and words • are also 32 bits long • add $t1, $s1, $s2 • Registers: $t1=9, $s1=17, $s2=18 • Instruction Format:000000 10001 10010 01001 00000 100000 op rs rt rd shamt funct
Machine Language • Consider the load-word and store-word instructions, • What would the regularity principle have us do? • New principle: Good design demands a compromise • Introduce a new type of instruction format • I-type for data transfer instructions • other format was R-type for register • Example: lw $t0, 32($s2) 35 18 9 32 op rs rt 16 bit number • Where's the compromise?
Summary A[300]=h+A[300] # $t1 = base address of A, $s2 stores h # use $t0 for temporary register Lw $t0,1200($t1) Add $t0, $s2, $t0 Sw $t0, 1200($t1) Op rs,rt,address 35,9,8,1200 Op,rs,rt,rd,shamt,funct 0,18,8,8,0,32 Op,rs,rt,address 43,9,8,1200
Example swap(int* v, int k); { int temp; temp = v[k] v[k] = v[k+1]; v[k+1] = temp; } swap: sll $t0, $a1, 4 add $t0, $t0, $a0 lw $t1, 0($t0) lw $t2, 4($t0) sw $t2, 0($t0) sw $t1, 4($t0) jr $31
Using If-Else $s0 = f $s1 = g $s2 = h $s3 = i $s4 = j $s5 = k Where is 0,1,2,3 stored?
Addresses in Branches • Instructions: bne $t4,$t5,LabelNext instruction is at Label if $t4≠$t5 beq $t4,$t5,LabelNext instruction is at Label if $t4=$t5 • Formats: op rs rt 16 bit address I • What if the “Label” is too far away (16 bit address is not enough)
Addresses in Branches and Jumps • Instructions: bne $t4,$t5,Label if $t4 != $t5 beq $t4,$t5,Labelif $t4 = $t5 j LabelNext instruction is at Label • Formats: op rs rt 16 bit address I J op 26 bit address
Control Flow • We have: beq, bne, what about Branch-if-less-than? If (a<b) # a in $s0, b in $s1 slt $t0, $s0, $s1 # t0 gets 1 if a<b bne $t0, $zero, Less # go to Less if $t0 is not 0 Combination of slt and bne implements branch on less than.
While Loop While (save[i] == k) # i, j and k correspond to registers i = i+j; # $s3, $s4 and $s5 # array base address at $s6 Loop: add $t1, $s3, $s3 add $t1, $t1, $t1 add $t1, $t1, $s6 lw $t0, 0($t1) bne $t0, $s5, Exit add $s3, $s3, $s4 j loop Exit:
Overview of MIPS • simple instructions all 32 bits wide • very structured, no unnecessary baggage • only three instruction formats op rs rt rd shamt funct R I J op rs rt 16 bit address op 26 bit address
Arrays vs. Pointers clear1( int array[ ], int size) { int i; for (i=0; i<size; i++) array[i]=0; } clear2(int* array, int size) { int* p; for( p=&array[0]; p<&array[size]; p++) *p=0; } CPI for arithmetic, data transfer, branch type of instructions are 1, 2, and 1 correspondingly. Which code is faster?
# i=0, register $t0=0 add $t0,$zero,$zero loop1: add $t1,$t0,$t0 # $t1=i*2 add $t1,$t1,$t1 # $t1=i*4 add $t2,$a0,$t1 # $t2=address of array[i] sw $zero, 0($t2) # array[i]=0 addi $t0,$t0,1 # i=i+1 slt $t3,$t0,$a1 # $t3=(i<size) bne $t3,$zero,loop1 # if (i<size) go to loop1 Clear1 array in $a0 size in $a1 i in $t0 clear1( int array[ ], int size) { int i; for (i=0; i<size; i++) array[i]=0; }
Clear2, Version 2 clear2(int* array, int size) { int* p; for( p=&array[0]; p<&array[size]; p++) *p=0; } Array and size to registers $a0 and $a1 add $t0,$a0,$zero # p = address of array[0] add $t1,$a1,$a1 # $t1 = size*2 add $t1,$t1,$t1 # $t1 = size*4 Distance of last element add $t2,$a0,$t1 # $t2 = address of array[size] loop2: sw $zero,0($t0) # memory[p]=0 addi $t0,$t0,4 # p = p+4 slt $t3,$t0,$t2 # $t3=(p<&array[size]) bne $t3,zero,loop2 # if (p<&array[size]) go to loop2
add $t0,$a0,$zero # p = address of array[0] # i=0, register $t0=0 add $t0,$zero,$zero # $t1=i*2 loop1: add $t1,$t0,$t0 add $t1,$a1,$a1 # $t1 = size*2 add $t1,$t1,$t1 # $t1 = size*4 add $t1,$t1,$t1 # $t1=i*4 add $t2,$a0,$t1 # $t2 = address of array[size] add $t2,$a0,$t1 # $t2=address of array[i] loop2: sw $zero,0($t0) # memory[p]=0 sw $zero, 0($t2) # array[i]=0 addi $t0,$t0,$4 # p = p+4 addi $t0,$t0,1 # i=i+1 slt $t3,$t0,$t2 # $t3=(p<&array[size]) slt $t3,$t0,$a1 # $t3=(i<size) bne $t3,zero,loop2 # if (p<&array[size]) go to loop2 bne $t3,$zero,loop1 # if (i<size) go to loop1 Array vs. Pointer 7 instructions inside loop 4 instructions inside loop
Other Issues • More reading: support for procedures linkers, loaders, memory layout stacks, frames, recursion manipulating strings and pointers interrupts and exceptions system calls and conventions • Some of these we'll talk more about later • We have already talked about compiler optimizations
Elaboration What if there are more than 4 parameters for a function call? Addressable via frame pointer References to variables in the stack have the same offset
What is the Use of Frame Pointer? Variables local to procedure do not fit in registers !!!
Nested Procedures, function_main(){ function_a(var_x); /* passes argument using $a0 */ : /* function is called with “jal” instruction */ return; } function_a(int size){ function_b(var_y); /* passes argument using $a0 */ : /* function is called with “jal” instruction */ return; } function_b(int count){ : return; } Resource Conflicts ???
Stack • Last-in-first-out queue • Register # 29 reserved as stack pointer • Points to most recently allocated address • Grows from higher to lower address • Subtracting $sp • Adding data – Push • Removing data – Pop
Registers $a0 and $ra Recursive Procedures Invoke Clones !!! int fact (int n) { if (n < 1 ) return ( 1 ); else return ( n * fact ( n-1 ) ); } “n” corresponds to $a0 Program starts with the label of the procedure “fact” How many registers do we need to save on the stack?
Factorial Code 200 fact:addi $sp, $sp, -8 #adjust stack for 2 items 204 sw $ra, 4($sp) #save return address sw $a0, 0($sp) #save argument n : 100 fact(3) 104 add …. ra = 104 a0= 3 sp= 40 vo= slti $t0, $a0, 1 # is n<1? beq $t0, $zero, L1 # if not go to L1 addi $v0, $zero, 1 #return result addi $sp, $sp, 8 #pop items off stack jr $ra #return to calling proc. L1: addi $a0, $a0, -1 #decrement n 236 jal fact # call fact(n-1) 240 lw $a0, 0($sp) # restore “n” lw $ra, 4($sp) # restore address addi $sp, $sp,8 # pop 2 items mult $v0,$a0,$v0 # return n*fact(n-1) jr $ra # return to caller int fact (int n) { if (n < 1 ) return ( 1 ); else return ( n * fact ( n-1 ) ); }
# i=0, register $t1=0 # k=0, register $t0=0 add $t1,$zero,$zero add $t0,$zero,$zero loop: add $t0,$t0,$t1 # k = k + i addi $t0,$t0,1 addi $t2,$zero,3 # k = k + 1 # $t2=3 addi $t1,$t1,1 # i=i+1 slt $t3,$t1,$t2 srl $t0,$t0,1 # $t3= (i<3) # k = k / 2 bne $t3,$zero,loop # if (i<3) go to loop Assembly to Hardware Example k is stored in $t0; i is stored in $t1 3 stored in $t2; $t3 used as temp int i; int k = 0; for (i=0; i<3; i++){ k = k + i + 1; } k = k/2;
Assembly to Hardware Example Instruction Types? add $t0,$zero,$zero R-Type add $t1,$zero,$zero R-Type addi $t2,$zero,3 I-Type loop: add $t0,$t0,$t1 R-Type addi $t0,$t0,1 I-Type addi $t1,$t1,1 I-Type slt $t3,$t1,$t2 R-Type bne $t3,$zero,loop I-Type srl $t0,$t0,1 R-Type op rs rt rd shamt funct R I op rs rt 16 bit address
How do we represent in machine language? op rs rt rd shamt funct add $t0,$zero,$zero 0: 000000_00000_00000_01000_00000_100000 4: 000000_00000_00000_01001_00000_100000 add $t1,$zero,$zero 8: 001000_00000_01010_0000000000000011 addi $t2,$zero,3 12: 000000_01000_01001_01000_00000_100000 loop: add $t0,$t0,$t1 16: 001000_01000_01000_0000000000000001 addi $t0,$t0,1 addi $t1,$t1,1 20: 001000_01001_01001_0000000000000001 24: 000000_01001_01010_01011_00000_101010 slt $t3,$t1,$t2 bne $t3,$zero,loop 28: 000101_00000_01011_1111111111111011 PC+4+BR Addr - 5 srl $t0,$t0,2 32: 000000_00000_01000_01000_00001_000010 $t0 is reg 8 6 bits 5 bits 5 bits 5 bits 5 bits 6 bits $t1 is reg 9 R I op rs rt rd shamt funct $t2 is reg 10 op rs rt 16 bit address $t3 is reg 11
How do we represent in machine language? op rs rt rd shamt funct add $t0,$zero,$zero add $t1,$zero,$zero addi $t2,$zero,3 loop: add $t0,$t0,$t1 addi $t0,$t0,1 addi $t1,$t1,1 slt $t3,$t1,$t2 bne $t3,$zero,loop srl $t0,$t0,2
Representation in MIPS Datapath op rs rt rd shamt funct
Our Goal add $t1, $s1, $s2 ($t1=9, $s1=17, $s2=18) • 000000 10001 10010 01001 00000 100000 op rs rt rd shamt funct
Assembly Language vs. Machine Language • 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
Summary • Instruction complexity is only one variable • lower instruction count vs. higher CPI / lower clock rate • Design Principles: • simplicity favors regularity • smaller is faster • good design demands compromise • make the common case fast • Instruction set architecture • a very important abstraction indeed!