Need help in reading the diagram - mips

I am trying to understand the diagram for register write operation in MIPS(Single Cycle Data Path). I do not get why do we need to AND the output of the decoder to the write enable signal? I am not getting how would it enable the specific register. Please help me out with it.
Thanks.

There are several inconsistencies in the diagram. The "n-to-2^n" decoder should have n inputs and 2^n outputs. With such a decoder, the number of registers should be 2^n.
The decoder inputs specify the address (i.e. the register) to be written to. For any of the 2^n possible register numbers, the corresponding output of the decoder will be set to 1, with all other outputs set to 0.
The "write" signal is probably driven off a clock.
The purpose of the AND gates is to make the "write" signal propagate to the correct register (just the one!) The register is chosen by the address fed into the decoder, as described above.
The selected register will latch onto the "register data", most probably on the rising edge of the clock. All the remaining registers will keep their present values, since their C inputs will remain at 0 throughout.

Related

Mips datapath procedure for executing an AND instruction?

Based on this figure, executing the AND instruction would cause these values to be assigned to the signals labeled in blue:
RegWrite = 1
ALUSrc = 0
ALU operation = 0000
MemRead = 0
MemWrite = 0
MemtoReg = 0
PCSrc =0
However, I am a little confused which inputs will be used in the Registers block? Can anyone describe the overall AND procedure in the MIPS datapath?
Starting from after the instruction is read from instruction memory, you need to know that AND is an r-type instruction and thus uses 3 registers. Which register is actually used is based off of the encoded instruction. (An R-Type has 3 5-bit fields, one for each reg.) rs and rt go to Read register 1 and 2, while rd goes to Write register. From there, Read data 1 and 2 (the bits of registers s and t) go to the ALU where a bitwise AND is performed on them. The result of that is written to the write register. I traced the path in your picture (omitting the PC incrementing part). I'm taking a class that uses that exact book this semester. If you look a little ahead, it goes deeper into what is going on. The explanation of the control (blue) lines helps a lot. The mux blocks are multiplexers, that is they allow alternating the output between two inputs. In this case, the ALUSrc mux will use Read data 2 because AND is an r-type. If it were i-type, it would switch to use the data coming from the sign extend, because that would be the immediate. The other mux is to allow either memory from data to be written to the write register or the result of an ALU operation. In this case, it will be the result of an ALU operation.
To imply answer your question about the register block, keep in mind that the inputs to the register block are the addresses of the registers your instruction will be using, the register block then either fetches the data in the registers who's addresses were given or write data at the end on this register.
However one note you have an inconsistency in your mux design MemtoReg and ALUSrc should have opposite values, so unless one of the 2 muxes is upside down (which is not advisable) then there is a mistake with your controller logic.

Analog to digital module on IAR embedded workbench

I have just started to work on this workbench for stellaris 6965. My task is to convert a 5V analog input to digital and light up an LED.
Please tell me how to do it!
The first thing that needs to be done is to read the analog input and obtain the digital value (which will be memorized into one of the ADC registers).
The value you will receive will range between 0 - 1023 (2^8-1), if you use an 8-bit ADC. The exact register where your value will be memorized depends on the analog pin you have the input voltage.
After that, you can compare the value of the register (I recommend memorizing it into a variable first since it's volatile -> it can change at any moment) and set a threshold for lighting the LED. So, if your value is greater than x (where x is your threshold) you set the digital output pin to 1. Otherwise you set it to zero.
The operations described above can be put into the main program loop or in a timer interrupt.

error in Assigning values to bytes in a 2d array of registers in Verilog .Error

Hi when i write this piece of code :
module memo(out1);
reg [3:0] mem [2:0] ;
output wire [3:0] out1;
initial
begin
mem[0][3:0]=4'b0000;
mem[1][3:0]=4'b1000;
mem[2][3:0]=4'b1010;
end
assign out1= mem[1];
endmodule
i get the following warnings which make the code unsynthesizable
WARNING:Xst:1780 - Signal mem<2> is never used or assigned. This unconnected signal will be trimmed during the optimization process.
WARNING:Xst:653 - Signal mem<1> is used but never assigned. This sourceless signal will be automatically connected to value 1000.
WARNING:Xst:1780 - Signal > is never used or assigned. This unconnected signal will be trimmed during the optimization process.
Why am i getting these warnings ?
Haven't i assigned the values of mem[0] ,mem[1] and mem[2]!?? Thanks for your help!
Your module has no inputs and a single output -- out1. I'm not totally sure what the point of the module is with respect to your larger system, but you're basically initializing mem, but then only using mem[1]. You could equivalently have a module which just assigns out1 to the value 4'b1000 (mem never changes). So yes -- you did initialize the array, but because you didn't use any of the other values the xilinx tools are optimizing your module during synthesis and "trimming the fat." If you were to simulate this module (say in modelsim) you'd see your initializations just fine. Based on your warnings though I'm not sure why you've come to the conclusion that your code is unsynthesizable. It appears to me that you could definitely synthesize it, but that it's just sort of a weird way to assign a single value to 4'b1000.
With regards to using initial begins to store values in block ram (e.g. to make a ROM) that's fine. I've done that several times without issue. A common use for this is to store coefficients in block ram, which are read out later. That stated the way this module is written there's no way to read anything out of mem anyway.

Designing A Simplified MIPS Processor

So I'm going over some old quizzes for my Computer Organization final and I must have missed this lecture or something. I'm decently proficient in programming MIPS, but this problem has me completely stumped. Could someone help me understand this?
The diagram is missing lines connecting the various parts of the processor as well as a multiplexor for determining if the next instruction address is coming from the PC+4 or from a register as in a jr ra instruction.
There needs to be a line from the ALU to the write data portion of the register file. This is for R-Type instructions, as their result will need to be written back to the destination register. Going into the ALU needs to be lines from Read data 1 and Read data 2, this is how the values from the registers make their way into the ALU for R-type instructions.
A couple lines have been added from the instruction memory to the registers, you're missing the one to the Write Register though (this specifies the destination register for R-type instructions).
For the PC, the line going into the adder goes into the other input (the above one). The 4 for the adder is constant, as each instruction address is 4 bytes after the previous one, so unless we're jumping to an address we will be executing the instruction immediately after the current instruction. The line from the PC to the read address is also necessary as the PC specifies which instruction address to find the current instruction at. The line going into the PC comes from either the result of the PC+4 addition or from the register specified in a jr ra instruction.
To handle this decision a multiplexor is needed. Multiplexors have two inputs and one output, so this one will have one input from the PC+4 adder (for regular R-type instructions) and another from Read Data 1 (for jr ra instructions). The input from Read Data 1 should be visualized as a split from the line between Read Data 1 and the ALU. The output will go right back to the PC, as it determines the next instruction to execute.
I think that's everything that's wanted for that question, as the prof specifies that control signals are already generated (the multiplexor is a type of control unit, but I think it's necessary nonetheless). Hope that helps!

Creating a logic gate simulator

I need to make an application for creating logic circuits and seeing the results. This is primarily for use in A-Level (UK, 16-18 year olds generally) computing courses.
Ive never made any applications like this, so am not sure on the best design for storing the circuit and evaluating the results (at a resomable speed, say 100Hz on a 1.6Ghz single core computer).
Rather than have the circuit built from the basic gates (and, or, nand, etc) I want to allow these gates to be used to make "chips" which can then be used within other circuits (eg you might want to make a 8bit register chip, or a 16bit adder).
The problem is that the number of gates increases massively with such circuits, such that if the simulation worked on each individual gate it would have 1000's of gates to simulate, so I need to simplify these components that can be placed in a circuit so they can be simulated quickly.
I thought about generating a truth table for each component, then simulation could use a lookup table to find the outputs for a given input. The problem occurred to me though that the size of such tables increase massively with inputs. If a chip had 32 inputs, then the truth table needs 2^32 rows. This uses a massive amount of memory in many cases more than there is to use so isn't practical for non-trivial components, it also wont work with chips that can store their state (eg registers) since they cant be represented as a simply table of inputs and outputs.
I know I could just hardcode things like register chips, however since this is for educational purposes I want it so that people can make their own components as well as view and edit the implementations for standard ones. I considered allowing such components to be created and edited using code (eg dlls or a scripting language), so that an adder for example could be represented as "output = inputA + inputB" however that assumes that the students have done enough programming in the given language to be able to understand and write such plugins to mimic the results of their circuit which is likly to not be the case...
Is there some other way to take a boolean logic circuit and simplify it automatically so that the simulation can determine the outputs of a component quickly?
As for storing the components I was thinking of storing some kind of tree structure, such that each component is evaluated once all components that link to its inputs are evaluated.
eg consider: A.B + C
The simulator would first evaluate the AND gate, and then evaluate the OR gate using the output of the AND gate and C.
However it just occurred to me that in cases where the outputs link back round to the inputs, will cause a deadlock because there inputs will never all be evaluated...How can I overcome this, since the program can only evaluate one gate at a time?
Have you looked at Richard Bowles's simulator?
You're not the first person to want to build their own circuit simulator ;-).
My suggestion is to settle on a minimal set of primitives. When I began mine (which I plan to resume one of these days...) I had two primitives:
Source: zero inputs, one output that's always 1.
Transistor: two inputs A and B, one output that's A and not B.
Obviously I'm misusing the terminology a bit, not to mention neglecting the niceties of electronics. On the second point I recommend abstracting to wires that carry 1s and 0s like I did. I had a lot of fun drawing diagrams of gates and adders from these. When you can assemble them into circuits and draw a box round the set (with inputs and outputs) you can start building bigger things like multipliers.
If you want anything with loops you need to incorporate some kind of delay -- so each component needs to store the state of its outputs. On every cycle you update all the new states from the current states of the upstream components.
Edit Regarding your concerns on scalability, how about defaulting to the first principles method of simulating each component in terms of its state and upstream neighbours, but provide ways of optimising subcircuits:
If you have a subcircuit S with inputs A[m] with m < 8 (say, giving a maximum of 256 rows) and outputs B[n] and no loops, generate the truth table for S and use that. This could be done automatically for identified subcircuits (and reused if the subcircuit appears more than once) or by choice.
If you have a subcircuit with loops, you may still be able to generate a truth table. There are fixed-point finding methods which can help here.
If your subcircuit has delays (and they are significant to the enclosing circuit) the truth table can incorporate state columns. E.g. if the subcircuit has input A, inner state B, and output C, where C <- A and B, B <- A, the truth table could be:
A B | B C
0 0 | 0 0
0 1 | 0 0
1 0 | 1 0
1 1 | 1 1
If you have a subcircuit that the user asserts implements a particular known pattern such as "adder", provide an option for using a hard-coded implementation for updating that subcircuit instead of by simulating its inner parts.
When I made a circuit emulator (sadly, also incomplete and also unreleased), here's how I handled loops:
Each circuit element stores its boolean value
When an element "E0" changes its value, it notifies (via the observer pattern) all who depend on it
Each observing element evaluates its new value and does likewise
When the E0 change occurs, a level-1 list is kept of all elements affected. If an element already appears on this list, it gets remembered in a new level-2 list but doesn't continue to notify its observers. When the sequence which E0 began has stopped notifying new elements, the next queue level is handled. Ie: the sequence is followed and completed for the first element added to level-2, then the next added to level-2, etc. until all of level-x is complete, then you move to level-(x+1)
This is in no way complete. If you ever have multiple oscillators doing infinite loops, then no matter what order you take them in, one could prevent the other from ever getting its turn. My next goal was to alleviate this by limiting steps with clock-based sync'ing instead of cascading combinatorials, but I never got this far in my project.
You might want to take a look at the From Nand To Tetris in 12 steps course software. There is a video talking about it on youtube.
The course page is at: http://www1.idc.ac.il/tecs/
If you can disallow loops (outputs linking back to inputs), then you can significantly simplify the problem. In that case, for every input there will be exactly one definite output. Cycles however can make the output undecideable (or rather, constantly changing).
Evaluating a circuit without loops should be easy - just use the BFS algorithm with "junctions" (connections between logic gates) as the items in the list. Start off with all the inputs to all the gates in an "undefined" state. As soon as a gate has all inputs "defined" (either 1 or 0), calculate its output and add its output junctions to the BFS list. This way you only have to evaluate each gate and each junction once.
If there are loops, the same algorithm can be used, but the circuit can be built in such a way that it never comes to a "rest" and some junctions are always changing between 1 and 0.
OOps, actually, this algorithm can't be used in this case because the looped gates (and gates depending on them) would forever stay as "undefined".
You could introduce them to the concept of Karnaugh maps, which would help them simplify truth values for themselves.
You could hard code all the common ones. Then allow them to build their own out of the hard coded ones (which would include low level gates), which would be evaluated by evaluating each sub-component. Finally, if one of their "chips" has less than X inputs/outputs, you could "optimize" it into a lookup table. Maybe detect how common it is and only do this for the most used Y chips? This way you have a good speed/space tradeoff.
You could always JIT compile the circuits...
As I haven't really thought about it, I'm not really sure what approach I'd take.. but it would possibly be a hybrid method and I'd definitely hard code popular "chips" in too.
When I was playing around making a "digital circuit" simulation environment, I had each defined circuit (a basic gate, a mux, a demux and a couple of other primitives) associated with a transfer function (that is, a function that computes all outputs, based on the present inputs), an "agenda" structure (basically a linked list of "when to activate a specific transfer function), virtual wires and a global clock.
I arbitrarily set the wires to hard-modify the inputs whenever the output changed and the act of changing an input on any circuit to schedule a transfer function to be called after the gate delay. With this at hand, I could accommodate both clocked and unclocked circuit elements (a clocked element is set to have its transfer function run at "next clock transition, plus gate delay", any unclocked element just depends on the gate delay).
Never really got around to build a GUI for it, so I've never released the code.