Computer Organization and Design: Lecture: 3 Tutorial: 1 Practical: 0 Credit: 4
Computer Organization and Design: Lecture: 3 Tutorial: 1 Practical: 0 Credit: 4
CSE211
KIDS Labs 1
Unit 1 : Basics of Digital Electronics
Introduction
Logic Gates
Flip Flops
Decoder
Encoder
Multiplexers
Demultiplexer
KIDS Labs 2
KIDS Labs 3
KIDS Labs 4
KIDS Labs 5
KIDS Labs 6
KIDS Labs 7
KIDS Labs 8
KIDS Labs 9
KIDS Labs 10
KIDS Labs 11
Integrated Circuits
KIDS Labs 12
CSE211
KIDS Labs 13
Unit 1 : Basics of Digital Electronics
Introduction
Logic Gates
Flip Flops
Decoder
Encoder
Multiplexers
Demultiplexer
Registers
KIDS Labs 14
KIDS Labs 15
KIDS Labs 16
Octal to Binary Encoder
D7 D6 D5 D4 D3 D2 D1 D0 A2 A1 A0
0 0 0 0 0 0 0 1 0 0 0
0 0 0 0 0 0 1 0 0 0 1 D1 A0
0 0 0 0 0 1 0 0 0 1 0
0 0 0 0 1 0 0 0 0 1 1 D2
0 0 0 1 0 0 0 0 1 0 0 A1
0 0 1 0 0 0 0 0 1 0 1 D3
0 1 0 0 0 0 0 0 1 1 0
1 0 0 0 0 0 0 0 1 1 1
D4
A2
A0 = D1 + D3 + D5 + D7 D5
D6
A1 = D2 + D3 + D6 + D7
D7
A2 = D4 + D5 + D6 + D7
KIDS Labs 17
KIDS Labs 18
A Demultiplexer, sometimes abbreviated DMUX is a circuit that has
one input and more than one output. It is used when a circuit wishes
to send a signal to one of many devices
KIDS Labs 19
KIDS Labs 20
When the load input is 1 , the
data in the four inputs are
transferred into the register with
the next positive transition of a
clock pulse
KIDS Labs 21
KIDS Labs 22
KIDS Labs 23
KIDS Labs 24
CSE211
Computer Organization and Design
KIDS Labs 25
Register Transfer and Micro-operations
Overview
Register Transfer
Logic Micro-operations
Shift Micro-operations
KIDS Labs 26
CSE 211
Register Transfer and Micro-operations 27
KIDS Labs 27
CSE 211
Register Transfer and Micro-operations 28
KIDS Labs 28
CSE 211
Register Transfer and Micro-operations 29
For any function of the computer, the register transfer language can be
used to describe the (sequence of) micro-operations
Register Transfer
Registers are designated by capital letters, sometimes followed by
numbers (e.g., A, R13, IR)
Often the names indicate function:
MAR - memory address register
PC - program counter
IR - instruction register
MAR
KIDS Labs 30
CSE 211
Register Transfer and Micro-operations 31
Register Transfer
• Designation of a register
- a register
- portion of a register
- a bit of a register
15 0 15 8 7 0
R2 PC(H) PC(L)
Numbering of bits Subfields
KIDS Labs 31
CSE 211
Register Transfer and Micro-operations 32
Register Transfer
• Copying the contents of one register to another is a register transfer
R2 R1
KIDS Labs 32
CSE 211
Register Transfer and Micro-operations 33
Register Transfer
• A register transfer such as
R3 R5
– the data lines from the source register (R5) to the destination
register (R3)
– Parallel load in the destination register (R3)
– Control lines to perform the action
KIDS Labs 33
CSE 211
Register Transfer and Micro-operations 34
Control Functions
P: R2 R1
KIDS Labs 34
CSE 211
Register Transfer and Micro-operations 35
Load
Transfer occurs here
The same clock controls the circuits that generate the control function and the
destination register
Registers are assumed to use positive-edge-triggered flip-flops
KIDS Labs 35
CSE 211
Register Transfer and Micro-operations 36
KIDS Labs 36
CSE 211
CSE211
Computer Organization and Design
KIDS Labs 37
Register Transfer and Micro-operations 38
Overview
Register Transfer
Logic Micro-operations
Shift Micro-operations
KIDS Labs 38
CSE 211
Register Transfer and Micro-operations 39
BUS STRUCTURE CONSISTS OF SET OF COMMON LINES, ONE FOR EACH BIT
OF A REGISTER THROUGH WHICH BINARY INFORMATION IS TRANSFERRED
ONE AT A TIME
Have control circuits to select which register is the source, and which is the
destination
KIDS Labs 39
CSE 211
Register Transfer and Micro-operations 40
KIDS Labs 41
CSE 211
Register Transfer and Micro-operations 42
No. of multiplexer = n
KIDS Labs 42
CSE 211
Register Transfer and Micro-operations 43
KIDS Labs 43
CSE 211
Register Transfer and Micro-operations 44
KIDS Labs 44
CSE 211
Register Transfer and Micro-operations 45
Memory Transfer
Memory is usually accessed in computer systems by putting the desired
address in a special register, the Memory Address Register (MAR, or AR)
M
Memory Read
AR
unit Write
KIDS Labs 45
CSE 211
Register Transfer and Micro-operations 46
Memory Read
R1 M[MAR]
KIDS Labs 46
CSE 211
Register Transfer and Micro-operations 47
Memory Write
M[MAR] R1
KIDS Labs 47
CSE 211
Register Transfer and Micro-operations 48
KIDS Labs 48
CSE 211
CSE211
Computer Organization and Design
Arithmetic Microoperations
KIDS Labs 49
Register Transfer and Micro-operations 50
Overview
Register Transfer
Arithmetic Micro-operations
Logic Micro-operations
Shift Micro-operations
MICROOPERATIONS
KIDS Labs 51
CSE 211
Register Transfer and Micro-operations 52
Arithmetic MICROOPERATIONS
• The basic arithmetic microoperations are
– Addition
– Subtraction
– Increment
– Decrement
Binary Adder
KIDS Labs 53
CSE 211
Register Transfer and Micro-operations 54
Binary Adder-Subtractor
Binary Adder-Subtractor
B3 A3 B2 A2 B1 A1 B0 A0
FA C3 FA C2 FA C1 FA C0
C4 S3 S2 S1 S0
Binary Incrementer
Binary Incrementer
A3 A2 A1 A0 1
x y x y x y x y
HA HA HA HA
C S C S C S C S
C4 S3 S2 S1 S0
KIDS Labs 55
CSE 211
Register Transfer and Micro-operations 56
Arithmetic Circuits
Cin
S1
S0
A0 X0 C0
S1 D0
S0
Y0
FAC1
B0 0
1 4x1
2
3
MUX
A1 X1 C1
S1 D1
S0 FA
B1 0 Y1 C2
1 4x1
2
3
MUX
A2 X2 C2
S1 D2
S0 FA
B2 0 Y2 C3
1 4x1
2
3
MUX
A3 X3 C3
S1 D3
S0 FA
B3 0 Y3 C4
1 4x1
2
3
MUX Cout
0 1
KIDS Labs 56
CSE 211
CSE211
Computer Organization and Design
Logic Microoperations
Shift Microoperations
Arithmetic Logic Shift Unit
KIDS Labs 57
Register Transfer and Micro-operations 58
Overview
Register Transfer
Arithmetic Micro-operations
Logic Micro-operations
Shift Micro-operations
KIDS Labs 59
CSE 211
Register Transfer and Micro-operations 60
Logic Microoperations
KIDS Labs 60
CSE 211
Register Transfer and Micro-operations 61
Hardware Implementation
Ai
0
Bi
1
4X1 Fi
MUX
2
3 Select
S1
S0
Function table
S1 S0 Output -operation
0 0 F=AB AND
0 1 F = AB OR
1 0 F=AB XOR
1 1 F = A’ Complement
KIDS Labs 61
CSE 211
Register Transfer and Micro-operations 62
Selective-set AA+B
Selective-complement AAB
Selective-clear A A • B’
Mask (Delete) AA•B
Clear AAB
Insert A (A • B) + C
Compare AAB
KIDS Labs 62
CSE 211
Register Transfer and Micro-operations 63
1 1 0 0 At
1010 B
1 1 1 0 At+1 (A A + B)
0 1 1 0 At+1 (A A B)
If a bit in B is set to 1, that same position in A gets complemented from its
original value, otherwise it is unchanged
KIDS Labs 63
CSE 211
Register Transfer and Micro-operations 64
0 1 0 0 At+1 (A A B’)
If a bit in B is set to 1, that same position in A gets set to 0, otherwise it is
unchanged
4. In a mask operation, the bit pattern in B is used to clear certain bits in A
1 1 0 0 At
1010 B
1 0 0 0 At+1 (A A B)
0 1 1 0 At+1 (A A B)
KIDS Labs 65
CSE 211
Register Transfer and Micro-operations 66
KIDS Labs 66
CSE 211
Register Transfer and Micro-operations 67
Shift Microoperations
• There are three types of shifts
– Logical shift
– Circular shift
– Arithmetic shift
• What differentiates them is the information that goes into the serial input
Serial
input
KIDS Labs 67
CSE 211
Register Transfer and Micro-operations 68
Logical Shift
• In a logical shift the serial input to the shift is a 0.
Circular Shift
• In a circular shift the serial input is the bit that is shifted out of the other
end of the register.
Arithmetic Shift
• An arithmetic shift is meant for signed binary numbers (integer)
• An arithmetic left shift multiplies a signed number by two
• An arithmetic right shift divides a signed number by two
• Sign bit : 0 for positive and 1 for negative
• The main distinction of an arithmetic shift is that it must keep the sign of
the number the same as it performs the multiplication or division
sign
bit
KIDS Labs 70
CSE 211
Register Transfer and Micro-operations 71
Arithmetic Shift
• An left arithmetic shift operation must be checked for the overflow
0
sign
bit
KIDS Labs 71
CSE 211
Register Transfer and Micro-operations 72
KIDS Labs 72
CSE 211
Register Transfer and Micro-operations 73
D
Arithmetic i
Circuit
Select
0 4x1
C i+1 F
1 i
MUX S3 S2 S1 S0 Cin Operation
2 0 0 0 0 0 F=A
3 0 0 0 0 1 F=A+1
0 0 0 1 0 F=A+B
E 0 0 0 1 1 F=A+B+1
Logic i 0 0 1 0 0 F = A + B’
Bi 0 0 1 0 1 F = A + B’+ 1
Circuit 0 0 1 1 0 F=A-1
A 0 0 1 1 1 F=A
i
0 1 0 0 X F=AB
shr
A 0 1 0 1 X F = A B
i-1 0 1 1 0 X F=AB
shl
A 0 1 1 1 X F = A’
i+1
1 0 X X X F = shr A
1 1 X X X F = shl A
KIDS Labs 73
CSE 211
CSE211
Computer Organization and Design
Instruction Codes
Computer Registers
KIDS Labs 74
Basic Computer Organization and Design 75
Overview
Instruction Codes
Computer Registers
Computer Instructions
Instruction Cycle
Introduction
• Every different processor type has its own design (different registers, buses,
microoperations, machine instructions, etc)
• Modern processor is a very complex device
• It contains
– Many registers
– Multiple arithmetic units, for both integer and floating point calculations
– The ability to pipeline several consecutive instructions to speed execution
– Etc.
• However, to understand how processors work, we will start with a
simplified processor model
KIDS Labs 76
CSE 211
Basic Computer Organization and Design 77
Basic Computer
CPU RAM
0
15 0
4095
KIDS Labs 77
CSE 211
Basic Computer Organization and Design 78
Instruction
Program
A sequence of (machine) instructions
Instruction
binary code that specifies a sequence of microoperations for a
computer.
The instructions of a program, along with any needed data are stored in
memory
The CPU reads the next instruction from memory
It is placed in an Instruction Register (IR)
Control circuitry in control unit then translates the instruction into the
sequence of microoperations necessary to implement it
KIDS Labs 78
CSE 211
Basic Computer Organization and Design 79
Instruction Format
Instruction Codes
A group of bits that tell the computer to perform a specific operation (a
sequence of micro-operation)
A computer instruction is often divided into two parts
An opcode (Operation Code) that specifies the operation for that instruction
Sometimes called as Macrooperation
An address that specifies the registers and/or locations in memory to use for
that operation
In the Basic Computer, the memory contains 4096 (= 212) words, we needs 12 bit to
specify which memory address this instruction will use
In the Basic Computer, bit 15 of the instruction specifies the addressing mode (0:
direct addressing, 1: indirect addressing)
Since the memory words, and hence the instructions, are 16 bits long, that leaves 3
bits for the instruction’s opcode
KIDS Labs 79
CSE 211
Basic Computer Organization and Design 80
Instruction Format
Sometimes the address bit of instruction code represent various different
information, classified into different Instruction formats :
Immediate Instruction : when second part of instruction specifies operand
Instruction Format
15 14 12 11 0
I Opcode Address
Addressing
mode
KIDS Labs 80
CSE 211
Basic Computer Organization and Design 81
Addressing Mode
• The address field of an instruction can represent either
– Direct address: the address in memory of the data to use (the address of the operand), or
– Indirect address: the address in memory of the address in memory of the data to use
Direct addressing Indirect addressing
22 0 ADD 457 35 1 ADD 300
300 1350
457 Operand
1350 Operand
+ +
AC AC
Processor Register
A processor has many registers to hold instructions, addresses, data, etc
The processor has a register, the Program Counter (PC) that holds the
memory address of the next instruction to be executed
Since the memory in the Basic Computer only has 4096 locations,
the PC only needs 12 bits
In a direct or indirect addressing, the processor needs to keep track of
what locations in memory it is addressing: The Address Register (AR) is
used for this
The AR is a 12 bit register in the Basic Computer
When an operand is found, using either direct or indirect addressing, it
is placed in the Data Register (DR). The processor then uses this value as
data for its operation
The Basic Computer has a single general purpose register – the
Accumulator (AC)
KIDS Labs 82
CSE 211
Basic Computer Organisation and Design 83
Processor Register
The significance of a general purpose register is that it can be referred to in
instructions
e.g. load AC with the contents of a specific memory location; store the contents of AC
into a specified memory location
Often a processor will need a scratch register to store intermediate results
or other temporary data; in the Basic Computer this is the Temporary
Register (TR)
The Basic Computer uses a very simple model of input/output (I/O)
operations
Input devices are considered to send 8 bits of character data to the processor
The processor can send 8 bits of character data to output devices
The Input Register (INPR) holds an 8 bit character gotten from an input
device
The Output Register (OUTR) holds an 8 bit character to be send to an
output device
KIDS Labs 83
CSE 211
Basic Computer Organization and Design 84
Processor Register
Registers in the Basic Computer
11 0
PC
Memory
11 0
4096 x 16
AR
15 0
IR CPU
15 0 15 0
TR DR
7 0 7 0 15 0
OUTR INPR AC
List of BC Registers
DR 16 Data Register Holds memory operand
AR 12 Address Register Holds address for memory
AC 16 Accumulator Processor register
IR 16 Instruction Register Holds instruction code
PC 12 Program Counter Holds address of instruction
TR 16 Temporary Register Holds temporary data
INPR 8 Input Register Holds input character
OUTR 8 Output Register Holds output character
KIDS Labs 84
CSE 211
Basic Computer Organization and Design 85
KIDS Labs 85
CSE 211
Basic Computer Organization and Design 86
LD INR CLR
PC 2
LD INR CLR
DR 3
LD INR CLR
E
ALU AC 4
LD INR CLR
INPR
IR 5
LD
TR 6
LD INR CLR
OUTR
Clock
LD
KIDS Labs 86
CSE 211
Basic Computer Organization and Design
Either one of the registers will have its load signal activated, or the
memory will have its write signal activated
Will determine where the data from the bus gets loaded
Memory places its 16 bit output on bus when read input is
activated and S2S1S0=111
KIDS Labs 87
CSE 211
Basic Computer Organization and Design
When the 8-bit register OUTR is loaded from the bus, the data
comes from the low order 8 bits on the bus
KIDS Labs 89
CSE 211
CSE211
Computer Organization and Design
Computer Instructions
Timing and Control
Instruction Cycles
Memory Reference Instructions
Input Output and Interrupts
Complete Computer Description
KIDS Labs 90
Basic Computer Organization and Design 91
Overview
Instruction Codes
Computer Registers
Computer Instructions
Instruction Cycle
KIDS Labs 92
CSE 211
Basic Computer Organization and Design 93
KIDS Labs 93
CSE 211
Basic Computer Organization and Design 94
Basic Computer
Hex Code
Instructions
Symbol I=0 I=1 Description
AND 0xxx 8xxx AND memory word to AC
ADD 1xxx 9xxx Add memory word to AC
LDA 2xxx Axxx Load AC from memory
STA 3xxx Bxxx Store content of AC into memory
BUN 4xxx Cxxx Branch unconditionally
BSA 5xxx Dxxx Branch and save return address
ISZ 6xxx Exxx Increment and skip if zero
Control Unit
Control unit (CU) of a processor translates from machine instructions
to the control signals for the microoperations that implement them
KIDS Labs 96
CSE 211
Basic Computer Orgsnization and Design 97
3x8
decoder
7 6543 210
D0
I Combinational
D7 Control Control
signals
logic
T15
T0
15 14 . . . . 2 1 0
4 x 16
decoder
KIDS Labs 97
CSE 211
Basic Computer Orgsnization and Design 98
Timing Signals
- Generated by 4-bit sequence counter and 416 decoder
- The SC can be incremented or cleared.
D3T4: SC 0
T0 T1 T2 T3 T4 T0
Clock
T0
T1
T2
T3
T4
D3
CLR
SC
KIDS Labs 98
CSE 211
Basic Computer Orgsnization and Design 99
Instruction Cycle
After an instruction is executed, the cycle starts again at step 1, for the
next instruction
Note: Every different processor has its own (different) instruction cycle
KIDS Labs 99
CSE 211
Basic Computer Organization and Design 100
T0: AR PC
T1: IR M [AR], PC PC + 1
T1 S2
T0 S1 Bus
S0
Memory
unit 7
Address
Read
AR 1
LD
PC 2
INR
IR 5
LD Clock
Common bus
Figure shows how first two statements are implemented in bus system
At T0 :
1. Place the content of PC into bus by making S2S1S0=010
Transfer the content of bus to AR by enabling the LD input of AR
At T1 :
1. Enable read input of memory
2. Place content of bus by making S2S1S0=111
3. Transfer content of bus to IR by enabling the LD input of IR
4. Increment PC by enabling the INR input of PC
T0
AR <-- PC
T1
IR <-- M[AR], PC <-- PC + 1
T2
Decode Opcode in IR(12-14),
AR <-- IR(0-11), I <-- IR(15)
T3 T3 T3 T3
Execute Execute AR <-- M[AR] Nothing
input-output register-reference
instruction instruction
SC <-- 0 SC <-- 0 Execute T4
memory-reference
instruction
SC <-- 0
D'7IT3: AR M[AR]
D'7I'T3: Nothing
- The effective address of the instruction is in AR and was placed there during
timing signal T2 when I = 0, or during timing signal T3 when I = 1
- Memory cycle is assumed to be short enough to complete in a CPU cycle
- The execution of MR instruction starts with T4
BSA:
D 5 T4 : M[AR] PC, AR AR + 1
D 5 T5 : PC AR, SC 0
BSA: Example
M[135] 21, PC 135 + 1=136
AR = 135 135 21
136 Subroutine PC = 136 Subroutine
D6T4: DR M[AR]
D6T5: DR DR + 1
D6T4: M[AR] DR, if (DR = 0) then (PC PC + 1), SC 0
D 0T 4 D 1T 4 D 2T 4 D 3T 4
D 0T 5 D 1T 5 D 2T 5
AC AC DR AC AC + DR AC DR
SC 0 E Cout SC 0
SC 0
D 4T 4 D 5T 4 D 6T 4
PC AR M[AR] PC DR M[AR]
SC 0 AR AR + 1
D 5T 5 D 6T 5
PC AR DR DR + 1
SC 0
D 6T 6
M[AR] DR
If (DR = 0)
then (PC PC + 1)
SC 0
KIDS Labs 110
CSE 211
Basic Computer Organization and Design 111
AC
Transmitter
Keyboard interface INPR FGI
INPR Input register - 8 bits
OUTR Output register - 8 bits Serial Communications Path
FGI Input flag - 1 bit
Parallel Communications Path
FGO Output flag - 1 bit
IEN Interrupt enable - 1 bit
Initially FGO=1,
- computer checks flag bit if 1, then OUTR AC and
clears FGO=0
- O/P device accepts information prints character and
finally sets FGO=1.
Input/Output Instructions
I/O instructions are needed for transferring info to and from AC register, for
checking the flag bits and for controlling interrupt facility
D7IT3 = p
IR(i) = Bi, i = 6, …, 11
p: SC 0 Clear SC
INP pB11: AC(0-7) INPR, FGI 0 Input char. to AC
OUT pB10: OUTR AC(0-7), FGO 0 Output char. from AC
SKI pB9: if(FGI = 1) then (PC PC + 1) Skip on input flag
SKO pB8: if(FGO = 1) then (PC PC + 1) Skip on output flag
ION pB7: IEN 1 Interrupt enable on
IOF pB6: IEN 0 Interrupt enable off
- Interrupt
- The I/O interface, instead of the CPU, monitors the I/O device.
- When the interface founds that the I/O device is ready for data transfer,
it generates an interrupt request to the CPU
- The interrupt cycle is a HW implementation of a branch and save return address operation.
- At the beginning of the next instruction cycle, the instruction that is read from memory is in
address 1.
- At memory address 1, the programmer must store a branch instruction that sends the control to
an interrupt service routine
- The instruction that returns the control to the original program is "indirect BUN 0"
KIDS Labs 116
CSE 211
Basic Computer Orgsnization and Design 117
Main Main
255 Program 255 Program
PC = 256 256
1120 1120
I/O I/O
Program Program
1 BUN 0 1 BUN 0
=0(Instruction =1(Interrupt
R
Cycle) Cycle)
R’T0 RT0
AR PC AR 0, TR PC
R’T1 RT1
IR M[AR], PC PC + 1 M[AR] TR, PC 0
R’T2 RT2
AR IR(0~11), I IR(15) PC PC + 1, IEN 0
D0...D7 Decode IR(12 ~ 14) R 0, SC 0