1 / 15

Simple Processor Control Unit

Simple Processor Control Unit. Instructor: Oluwayomi Adamo Digital Systems Design. Objective. Design a simple processor , capable of picking up data from a switch register, Operate the switch register using manually, Display output using LEDs or seven segment display,

jacqui
Download Presentation

Simple Processor Control Unit

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Simple ProcessorControl Unit Instructor: Oluwayomi Adamo Digital Systems Design

  2. Objective • Design a simple processor , • capable of picking up data from a switch register, • Operate the switch register using manually, • Display output using LEDs or seven segment display, • Perform basic operations such as add, subtract, multiply and divide as well as data movement. • Implement the processor in hardware, • Test your implementation using basic set of instruction you designed.

  3. Questions to Answer • What is the System Requirement? • What are functional blocks required? • What is the size of your instructions? • Types of Instructions to design: • Data handling and manipulation (add, sub, increment, and clear etc.) • Branch instructions • Input and Output

  4. Questions to Answer (contd.) • Draw a block diagram of your simple processor, • The block diagram should show the interconnection of different registers, modules and control unit. • Sample instructions for testing, • Control signal needed for your processor, inputs and outputs needed. • Inputs and outputs with respect to the FPGA used for implementation.

  5. Questions to Answer (Tasks) • Design a control unit for picking up instructions from memory address given by the program counter (PC). • Interpret the instruction, • Fetch the operands and feed them to the ALU, • Store the result in destination registers • Load the pc with destination address in case of branch instruction, • Contents of destination will be forwarded to the LED or 7 segment display for display.

  6. Sample Instructions Register Instruction 01001011 Branch Instruction 11100011 Halt and I/O Instruction 11001011 11000110

  7. Diagram of Simple Processor • To be drawn in class

  8. Control Unit • The control unit is like computer’s traffic cop. • It coordinates and controls all operations occurring within the processor. • The control unit does not input, output, process, or store data, • it initiates and controls the sequence of these operations. • Controls Data Movements in an Operational Circuit by Switching Multiplexers and Enabling or Disabling Resources • Follows Some ‘Program’ or Schedule • Often Implemented as Finite State Machine or collection of Finite State Machines

  9. Control Unit as a Finite State Machine (FSM) (Contd.) • Any Circuit with Memory could be called a Finite State Machine • Even computers can be viewed as huge FSMs • Design of FSMs Involves • Defining states • Defining transitions between states • Optimization / minimization • Above Approach Is Practical for Small FSMs Only

  10. Finite State Machine - Moore • Output Is a Function of a Present State Only • TYPE state IS (S0, S1, S2); • SIGNAL Moore_state: state; • U_Moore: PROCESS (clock, reset) • BEGIN • IF(reset = ‘1’) THEN • Moore_state <= S0; • ELSIF (clock = ‘1’ AND clock’event) THEN • CASE Moore_state IS • WHEN S0 => • IF input = ‘1’ THEN • Moore_state <= S1; • ELSE • Moore_state <= S0; • END IF; reset

  11. Moore • WHEN S1 => • IF input = ‘0’ THEN • Moore_state <= S2; • ELSE • Moore_state <= S1; • END IF; • WHEN S2 => • IF input = ‘0’ THEN • Moore_state <= S0; • ELSE • Moore_state <= S1; • END IF; • END CASE; • END IF; • END PROCESS; • Output <= ‘1’ WHEN Moore_state = S2 ELSE ‘0’;

  12. Finite State Machine - Mealy Output Is a Function of a Present State and Inputs • TYPE state IS (S0, S1); • SIGNAL Mealy_state: state; • U_Mealy: PROCESS(clock, reset) • BEGIN • IF(reset = ‘1’) THEN • Mealy_state <= S0; • ELSIF (clock = ‘1’ AND clock’event) THEN • CASE Mealy_state IS • WHEN S0 => • IF input = ‘1’ THEN • Mealy_state <= S1; • ELSE • Mealy_state <= S0; • END IF;

  13. Finite State Machine – Mealy (contd.) • WHEN S1 => • IF input = ‘0’ THEN • Mealy_state <= S0; • ELSE • Mealy_state <= S1; • END IF; • END CASE; • END IF; • END PROCESS; • Output <= ‘1’ WHEN (Mealy_state = S1 AND input = ‘0’) ELSE ‘0’;

  14. Control Unit as a Finite State Machine (FSM) • Fetch -> Decode -> Execute Fetch Sequence • t1: MAR <- (PC) • t2: MBR <- (memory) • PC <- (PC) +1 • t3: IR <- (MBR) • (tx = time unit/clock cycle)

  15. Good Luck!!!

More Related