Yogi rides the new 6 wheeled robotic base platform. Designed in Solidworks and milled on my CNC machine.

Friday July 20 , 2018
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Your First CPU - Chapter 4 - Pipelining


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Your First CPU - Chapter 4 - Pipelining
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There are four cycles in our previous CPU design, Fetch, Decode, Execute and Store (aka 'Write back'). In our current cpu design these 4 cycles are performed one at a time, thus our CPU executes an instruction from memory for every 4 cycles of the CPU clock. With a few changes we can increase our performance substantially to almost achieve a single instruction per clock cycle.

There is a common analogy used when explaining CPU pipelining and also where the name pipelining is borrowed from. You can think of each of these cycles like steps in a manufacturing pipeline. Each step performs it's function and the result is passed to the next step. Like a toy that is assembled along a conveyor from station to station, each worker in turn adds a piece to the final assembly. In any moment, there is 1 toy being finished, and N-1 toys partially completed, where N is the number of assembly stations.

A similar semantic is used to reduce the 4 clock cycles per instruction (so N=4) down to an apparent single clock cycle per instruction, albiet with a few caveats we will discuss later. We turn the standard design on it's head, and each "station" of the pipeline performs a single operation each clock cycle on one of the N instructions in the pipeline. Each instruction still takes 4 clock cycles to fetch, decode, execute and write back, however each clock cycle will result in a finished instruction. Seen another way, at any particular instant 3 instructions will be in the process of executing and 1 will complete. 

Pipeline Stalls

There are some problems that arise when implementing pipelining. These problems will prevent the CPU from reaching the theoretical maximum cpu speed of 1 instruction for each clock cycle. The problems arise most commonly during branching operations when a change in the PC (program counter) register occurs. In such cases there are partially finished instructions within the pipeline that assumed no branch will occur. In other words, instructions immediately after the branch instruction entered the pipeline and could not have advance knowledge of the outcome of the branch condition. Therefor, if and when a branch occurs, existing operations in the pipeline must be invalidated. There are numerous ways to handle these situations. For now, we will leave this up to the programmer or compiler to always put 3 NOP instructions immediately preceeding any branch instruction. These NOPS will ensure proper cpu behavior no matter the outcome of the branch condition. This essentially makes all branch instructions take 4 cycles, and all other instructions take a single cycle.

We also have issues with two consecutive instructions accessing the same memory if the first instruction intends to write a value back to that memory location. The second instruction may get an old value as it fetched it's data before the write operation finished. Again, as a programmer we can insert a NOP in these situations, or as a compiler writer we can catch them during code generation.

There are also hardware methods to handling pipleline stalls. For example, we can add a single bit to each pipleline step that indicates if the output of that step is valid. Then if the PC changes because of a branch instruction, we can set that bit to invalid consequently turning those pending operations into a NOP. We could also go further and duplicate part of the pipleline so that a branch traverses both outcomes until such time as the condition can be evaluated. The latter would keep with 1:1 instruction per clock timing at the cost of a more complex design requiring more logic.

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