Unit6 - Digital System Design Based On Data Path and Control Unit
Unit6 - Digital System Design Based On Data Path and Control Unit
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Digital Systems
Digital systems
• Control-dominated systems :
being reactive systems responding to external events, such
as traffic controllers, elevator controllers, etc.
• Data-dominated systems :
requiring high throughput data computation and transport
such as telecommunications and signal processing
Sequential machines are commonly partitioned into
data path units and control units
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Data Path & Control Unit Partitioning
A common design practice decomposes the system in
two parts:
• A Data Path (DP): a collection of interconnected modules that
perform all the relevant computation on the data: it can use
both combinational and sequential components
• A Control Unit (CU) that coordinates the behavior of the Data
Path by issuing appropriate control signals that guarantee the
correct sequence of operations: it is typically designed as a
single or cooperating FSMs
DP and CU communicate through 2 types of signals:
• Control signals are output of the CU to the DP and correctly
synchronize the operations
• Condition signals (or flags) are sent from the DP to the CU to
indicate certain data dependent conditions (that could
influence future behavior)
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Data Path & Control Unit Partitioning
Both DP and CU might receive the system’s inputs
(Primary inputs) and generate its outputs (Primary
outputs).
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Data Path & Control Unit Partitioning
The general structure of a digital system that performs
a specific task(s) is as follows:
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Data Path & Control Unit Partitioning
External Control Signals: Specify the task required from the
whole circuit (e.g. calculate the average of some integers)
External Status Signals: Indicate the status of the whole
circuit (e.g. finished processing, error or overflow ...etc.)
External Data Inputs/Outputs: Data going into the circuit or
out of it (e.g. the integers to be averaged and their average)
DP Control Signals: Signals generated by the CU to control
different blocks in the DP (e.g. Shift Registers, Counters,
MUXs ...etc.)
DP Status Signals: Signals that indicate the status of some
blocks in the DP (e.g. when a counter reaches 7 or when an
adder produces a carry or an overflow, or when the sign bit
of the result is negative ...etc.)
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Data Path Design
The data path contains blocks that only deal with data;
they do not provide control to any other blocks and
need to be controlled (by the CU).
Data Path blocks can be viewed as the workers that
perform certain tasks (on the data) who need to be
managed by someone (in this case the CU is the
manager that tells every ‘worker’ in the Data Path what
to do).
Examples of Data Path blocks:
• Registers, Counters, Multiplexors, Decoders, Logic Circuits
(AND, OR, etc)
• Arithmetic Circuits:
• Adders, Subtractors, Comparators, Multipliers, Square root, etc.
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Registers
Parallel load registers to read data in parallel
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Shift Registers
Shift Registers to read data
serially one bit at a time
Shift is a synchronous control
of shifting (register keeps data
as is when Shift is not active)
Digit serial registers that read
data serially one digit at a time,
where the digit size could be
anything (e.g. 4-bits, 8-bits, 16-
bits …etc.) multiple of shift
registers in parallel
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Modulo N (i.e. divide by N) Counters
N counting states: 0, 1, 2, …, (N-1)
The following techniques use an n-bit (2n >= N) binary
counter with synchronous clear or parallel load:
• Detect terminal count (N – 1) and use to synchronously Clear
the counter to 0 (first count) on next clock pulse
• Detect terminal count (N – 1) to synchronously Load in the
value 0 (first count) on next clock pulse
Modulo 7 (0,1,…,6):
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Three-State Devices
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A Register Bank with a 4-bit Data Bus
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Design Steps
Identify all inputs and outputs for the whole circuit.
Identify, separately, data inputs/outputs and control
inputs/outputs (external status).
Identify the required Data Path blocks and their control
signals and design them.
Identify the input and output signals to the Data Path
and Control unit.
Design the control Unit (start by obtaining the state
diagram, then the next state and output equations and
finally the logic implementation) and connect it to the
DP.
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Example: Traffic Light Controller
Design a digital system that controls the traffic lights
at an intersection:
• It receives inputs from all four corners indicating pedestrians that
want to cross
• In absence of crossing requests it should allow each direction 30
seconds of green light, followed by 5 seconds of yellow light while
the other traffic light will be red light (i.e. for 35 seconds)
• In presence of crossing requests at or after 15 seconds,
immediately proceed with yellow
• It is assumed that the clock frequency of the system is 1KHz
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Example: Traffic Light Controller
Is it possible to design the system as a single
combinational circuit or an FSM?
Because of the time delay, a combinational circuit will
not work (we need to make sure that we waited 30
seconds, and then 5 seconds etc.)
However, a sequential circuit is perfectly capable to
deal with the problem.
So why bother designing a more complex circuit?
• Let’s look better at the specification
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Example: Traffic Light Controller
If we were to design the system as a single FSM, we
will have to include in it all the possible conditions.
In particular, we will have to deal with the time delays
by introducing delay states
• How many? With a 1KHz clock, we need 1000 clock cycles to
measure one second, 30,000 to measure 30 seconds.
• So, we will need more than 30,000 states!
• The FSM design will be boring to say the least….
How can we handle the state explosion problem?
We could use counters to measure the time intervals,
and a control unit to coordinate their behavior.
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Example: Traffic Light Controller
DP/CU for the TLC:
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Example: Traffic Light Controller
DP design: we need to be able to count:
• 30 seconds (30,000 clock cycles) for the “regular green”
• 15 seconds (15,000 clock cycles) for the “reduced green”
• 5 seconds (5,000 clock cycles) for the “yellow light”
Typical counters have:
• A reset/clear input (asynchronous): that sets the count to “’0”
• A count enable input: if 1 it allows the counter to increment
• A multiple bit count output: reports the current state of the
count
• A single bit terminal count: indicates that a total number of
clock cycles are elapsed and the counter is back to 0
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Example: Traffic Light Controller
In order to be able to count 30,000, we need a “power
of 2” of at least 32,768 (=215).
30000=(111 0101 0011 0000)2. If the counter output bits
are “111010100110000” the terminal count is 1
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Example: Traffic Light Controller
Requests reduce the time to 15 seconds, but if 15
seconds have already elapsed you should know it
150000 = (11 1010 1001 1000)2
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Example: Traffic Light Controller
We can have three separate blocks in the DP (for the 30
sec, >=15 sec and 5 sec):
• DP composed of 3 16-bit counters, and a bunch of AND and
NOT gates
However, we can do better:
• If you look at the specification, the intervals of 5, 15 or 30
seconds are either used in separate times (5 is only used
during the “yellow” phase) or they can use the same starting
point (the 30 and 15 – they actually have to use the same
starting point)
• Use just one counter, with three circuits for 5, 30 and >=15
sec.
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Example: Traffic Light Controller
Now, we have a complete DP. Its interface with the CU:
• One counter reset input (asynchronous reset)
• One FF reset input (asynchronous reset)
• Three outputs (TC_30, TC_5, GE_15)
• In this case, DP does not use PI nor produces PO (but it is
just a special case)
CU design
• Once the DP is finished, the CU design can proceed, as in a
usual FSM design
• In this case, the CU has to:
• Provide regular switching between green, yellow and red lights
• Observe the request inputs and use them in combination with
GE_15 to shorten green lights
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Example: Traffic Light Controller
Possible Moore machine implementation
• EN1=TC_30 + GE_15 . cross1
• EN2=TC_30 + GE_15 . cross2
• EN3=TC_5
CU outputs (if not shown =0):
• State GR: G1=1, R2=1
• State T1: Y1=1, R2=1
• CNT_RES=1
• State YR: Y1=1, R2=1
• State T2: R1=1, G2=1
• CNT_RES=1, FF_RES=1
• State RG: R1=1, G2=1
• State T3: R1=1, Y2=1
• CNT_RES=1
• State RY: R1=1, Y2=1
• State T4: G1=1, R2=1
• CNT_RES=1, FF_RES=1
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Example: Traffic Light Controller
One more issue to verify:
• Are we actually keeping the lights 5, 15 or 30 seconds?
• The counters act exactly, but the entire system has a certain
delay that we need to take into account:
• The counters start counting only the clock cycle after the
reset (in this case, when the CU enters the states RG, GR
YR and RY)
• When they are done counting, the state changes the
following clock tick, and the outputs with them - MOORE
machine
• In conclusion, the lights stay on for 1 more clock cycle: we
need to take that into account by reducing the terminal count
to 29,999, 4,999 and 14,999…
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Algorithmic State Machine (ASM)
Chart
Algorithmic State Machine (ASM) Chart is a high-level
flowchart-like notation to specify the hardware
algorithms in digital systems.
Major differences from flowcharts are:
uses 3 types of boxes: state box (similar to operation box),
decision box and conditional box
contains exact (or precise) timing information; flowcharts
impose a relative timing order for the operations.
From the ASM chart it is possible to obtain
the control
the architecture (data processor)
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Components of ASM Charts
The state box is rectangular in shape. It has at most
one entry point and one exit point and is used to
specify one or more operations which could be
simultaneously completed in one clock cycle.
binary
state code
one or more
operations
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Components of ASM Charts
The decision box is diamond in shape. It has one entry
point but multiple exit points and is used to specify a
number of alternative paths that can be followed.
deciding deciding
factors factors
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Components of ASM Charts
The conditional box is represented by a rectangle with
rounded corners. It always follows a decision box and
contains one or more conditional operations that are
only invoked when the path containing the conditional
box is selected by the decision box.
conditional
operations
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ASM Charts: An Example
A is a register;
Ai stands for ith bit of
the A register.
A = A4A3A2A1
E and F are single-
bit flip-flops.
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Register Operations
Registers are present in the data processor for storing
and processing data. Flip-flops (1-bit registers) and
memories (set of registers) are also considered as
registers.
The register operations are specified in either the state
and/or conditional boxes, and are written in the form:
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Register Operations
Examples of register operations:
AB Transfer contents of register B into
register A.
A0 Clear register A.
A A 1 Decrement register A by 1.
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Timing in ASM Charts
Precise timing is implicitly present in ASM charts.
Each state box, together with its immediately following
decision and conditional boxes, occur within one clock
cycle.
A group of boxes which occur within a single clock
cycle is called an ASM block.
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Timing in ASM Charts
T0
Initial state
0
S
1
A 0
F 0
T1
A A+1
0 1
A2
3 ASM blocks E 0 E 1
0
A3
T2 1
F 1
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Timing in ASM Charts
Operations of ASM can be illustrated through a timing
diagram.
Two factors which must be considered are
operations in an ASM block occur at the same time in one
clock cycle
decision boxes are dependent on the status of the previous
clock cycle (that is, they do not depend on operations of
current block)
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Timing in ASM Charts
T0
Initial state
0
S
1
A 0
F 0
T1
A A+1
0 1
A2
E 0 E 1
0
A3
T2 1
F 1
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ASM Chart => Digital System
ASM chart describes a digital system. From ASM
chart, we may obtain:
Controller logic (via State Table/Diagram)
Architecture/Data Processor
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ASM Chart => Controller
Procedure:
Step 1: Identify all states and assign suitable codes.
Step 2: Formulate state table using
State from state boxes
Inputs from decision boxes
Outputs from operations of state/conditional
boxes.
Step 3: Obtain state/output equations and draw circuit.
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ASM Chart => Controller
T0
T0 Assign codes to states:
Initial state T0 = 00
T1 T1 = 01
0
S T2 = 11
T2
1
A 0
F 0
Present Next
T1 state inputs state outputs
A A+1 G1 G0 S A2 A3 G1+ G0+ T0 T1 T2
0 1 0 0 0 X X 0 0 1 0 0
A2 0 0 1 X X 0 1 1 0 0
E 0 E 1
0 1 X 0 X 0 1 0 1 0
0 1 X 1 0 0 1 0 1 0
0 0 1 X 1 1 1 1 0 1 0
A3
1 1 X X X 0 0 0 0 1
T2 1
Inputs from conditions in decision boxes.
F 1 Outputs = present state of controller.
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ASM Chart => Architecture/Data
Processor
Architecture is more difficult to design than controller.
Nevertheless, it can be deduced from the ASM chart.
In particular, the operations from the ASM chart
determine:
What registers to use
How they can be connected
What operations to support
How these operations are activated.
Guidelines:
always use high-level units
simplest architecture possible.
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ASM Chart => Architecture/Data
Processor
Various operations are:
Counter incremented (A A + 1) when state = T1.
Counter cleared (A 0) when state = T0 and S = 1.
E is set (E 1) when state = T1 and A2 = 1.
E is cleared (E 0) when state = T1 and A2 = 0.
F is set (F 0) when state = T2.
F is cleared (F 0) when state = T0 and S = 1.
Deduce:
One 4-bit register A (e.g.: 4-bit synchronous counter with
clear/increment).
Two flip-flops needed for E and F (e.g.: JK flip-flops).
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ASM Chart => Architecture/Data
Processor
(A A + 1) when state = T1.
(A 0) when state = T0 and S = 1.
(E 1) when state = T1 and A2 =
S T0 1.
start
A3 Controller
T1
Clk
A2 T2
J Q E
J Q F
A4 A3 A2 A1 K
count
4-bit syn. CP
counter A
clear
clock
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Implementing Controller:
Decoder + D Flip-flops
Flip-flop input functions:
DG1 = T1.A2.A3
DG0 = T0.S + T1
Circuit:
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Algorithmic State Machine and
DataPath (ASMD) Chart
ASMD is different from ASM in that each of the
transition path of an ASM is annotated with the
associated concurrent register operations of datapath
ASM vs. ASMD charts for a counter with enable
ASM chart ASMD chart
representation representation
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ASMD Chart for 4-bit Counter
A 4-bit counter that can count up, count down or hold
the count
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ASMD Chart for 4-bit Counter
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ASMD Chart for 4-bit Counter
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2:1 Decimator
Decimators are used in digital signal processors to
move data from a high-clock-rate datapath to a lower-
clock-rate datapth.
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2:1 Decimator ASMD Chart
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One’s Count Circuit
A circuit that counts the 1’s in a word and terminates
activity as soon as possible.
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One’s Count Circuit
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Data Path Unit
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Control Unit
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Control Unit
Assuming the two flip flops F1 and F0 for storing the
machine state and the state assignment: S_idle=00,
S_counting =01, and S_waiting=10, the control signals
will be as follows:
• done = F1 F0’
• busy = F1’ F0
• shift_add = F1’ F0
• load_temp = F0’ start
• clear = F1 F0’ start
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Control Unit
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Scores Avg., Max. & Min.
Design a circuit that computes the average, maximum
and minimum of 16 scores
Each score has a value in the range [0,100]
Scores will be fed to the circuit one score at a time the
next cycle following the assertion of a Start input
Once the circuit finishes computation, it will assert a
Done signal and will generate the average, maximum
and minimum scores
The average will be shown as integer number resulting
from dividing the sum by 16 with rounding the result to
the nearest integer
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Design Block Diagram
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Data Path Design
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ASMD Chart
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Control Unit Design
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Control Unit Design
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Counting Number of Elements ≥Target
Value
It is required to design a circuit that receives an array of n
unsigned 4-bit numbers along with a 4-bit target value and counts
the number of data elements that are greater than or equal to the
target value.
Assume that once the user presses Start he will also supply the
number of elements in the array n (n≤15) through input1 and the
target value through input2 in the same cycle.
Assume that input2 will hold the target value until the circuit
finishes its operation.
In the next n consecutive cycles, the user will provide the n data
elements through input1.
Once the circuit finishes computation, it will assert a Done signal
and will generate a 4-bit output indicating the count of the number
of elements in the array ≥ target value.
The Done signal and the result will remain valid unless the user
resets the machine or asserts the Start signal.
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Data Bath & Control Unit Block
Diagram
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Data Path Design
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ASMD Chart
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Control Unit Design
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Election Circuit
It is required to design a circuit that computes the results of
election and determines the winner.
It is assumed that there are four members competing in the
election with the following codes: Member 1: 00, Member 2: 01,
Member 3: 10, and Member 4: 11.
Assume that the number of votes to be counted will be given to
the circuit when a Start input is set. Assume for simplicity that
the maximum number of votes to be counted is 63.
Assume that votes will be given to the circuit one vote at a time
before the rising edge of each clock cycle.
Once the circuit finishes computation, it will assert a Done signal
and will generate a 2-bit output indicating the code of the winner.
In case there is a tie, a Tie signal is set to 1.
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Block Diagram
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Data Path Design
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Data Path Design
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Data Path Design
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ASMD Chart
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Control Unit Design
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Control Unit Design
State Assignment: S0=0, S1=1.
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Transition Counting Circuit
It is required to design a circuit that counts the number
of data transitions (i.e. 01 and 10 data changes)
through a stream of 128 bit data.
The data is applied serially through an input X once the
user presses a Start button, where the first bit is
transmitted in the same cycle the Start button is
asserted.
Once the computation is finished, the machine asserts
a Done signal which remains asserted until the user
presses the Start button again or resets the machine.
Assume that the machine has Asynchronous Reset
input
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Transition Counting Circuit
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Average Computation of Serial Data
It is required to design a circuit that once a Start signal
is asserted
• Reads N M-bit numbers serially (i.e. starting with first number,
it is read 1-bit at a time (LSB to MSB) through a serial input
SI, then the 2nd number and so on)
• The first bit of the first number is applied along with the Start
signal
• Produces their average as integer by dividing their sum by N
• Asserts a Done signal once the result is ready
Determine the number of bits required for the output
Derive the ASMD Chart for the circuit
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Average Computation of Serial Data
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A Simple Network DeMux
It is required to design a simple network DeMux. The
circuit has one input and four outputs
• Packets have 10-bits headers
• When input line is idle (i.e. no data is arriving), it is kept low
• A packet has two start bits (11), followed by 6-bits specifying
the packet size in bits (i.e. from 0 to 63 bits), followed by two
bits specifying the address of the output port (0 to 3), and
immediately followed by the payload (i.e., packet data)
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A Simple Network DeMux
The DeMux strips out the header before outputting the
packet’s payload
Whenever data is not transmitted across any of the
output ports, its output line will be 0
Assume that packet size, port address and data will be
transmitted from least significant to most significant
bits
The circuit should be fully synchronous with an
external clock and have a master asynchronous reset
input
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Data Path
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ASMD Chart
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Sequential Signed Multiplier
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Multiplication Example
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Data Path Design
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ASMD Chart for Signed Multiplier
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Unsigned Divider Design
Unsigned Division Algorithm
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Unsigned Divider Design
Example: 11102 / 00112 (4-bit dividend & divisor)
Result Quotient = 01002 and Remainder = 00102
4-bit registers for Remainder and Divisor (4-bit ALU)
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ASMD Chart for Unsigned Divider
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