I need a flowchart that describes these 32-adder Multiplication Hardware - alu

I'm looking for a flowchart explanation of how both of these 32-adder Multiplication hardware pieces work:
The other:
An example of how the flowchart could describe the hardware is seen here:
I'd honestly just like the flowchart so I have a better understanding of what's going on.
Best, and thank you!

Out of the first two diagrams, only the first seems to be partially correct. I've seen the second diagram in Computer-Organization-Design, and for me it is not correct as well (or atleast I can't decipher that :-)).
So let me try to explain only the first diagram
Mcand = Multiplicand register
Mplier0 = 0th bit of the Multiplier register (lsb)
Mplier1 = 1st bit of the Multiplier register
Mplier31 = 31st bit of the Multiplier register (msb)
Mcand.Mplier1 is performing logical "AND" operation Multiplicand and Multiplier first bit. e.g. if Mcand is 1101 and Mplier1 is 1 the result is 1101, and if Mplier1 is 0, the result is 0000
Now the top-right most ALU has two inputs
Left input: Mcand.Mplier1 a 32 bit value, as explained above.
Right input's 32 bit value is made by, 31st bit is zero as shown. And rest of the 30 bits are most signficant bits of Mcand.Mplier0 except the 0th bit. 0th bit goes directly to set Product0 bit (i.e. 0th bit of the Product register)
Now the ALU at the second layer (or row), has two inputs as well.
Left input: Mcand.Mplier2 a 32 bit value, as explained above.
Right input's 31st bit has to be the "carry out" of the first ALU, the diagram sets it to zero, which seems to be incorrect. Rest of the 31 bits are set from most significant 31 bits of the output of first ALU. The remaining 0th bit output of first ALU goes directly to set Product1 bit.
This is repeated for the remaining 30 ALUs.

Related

how do i get the first bit of a 16bit number using a logic gate simulator?

I am currently building an Alu computer component in Logical Circuit simulator. I want to check if the result i get from the Alu (a 16 bit number) is positive or negative, I know i need to use the two's complement (in whice the most significant bit tells us if the number is positive or negative).
I tried to take the answer (Output from the mux16) and run it through a 16 bit splitter and then run it through a not gate(since i want my ng output[1bit] to be equal to 1 if the number is negative) and take the upper connection of the splitter since i assumed it would be the first bit but it seems to not work this way.
Is the problem in the implemenation?

32-1024 bit fixed point vector arithmetic with AVX-2

For a mandelbrot generator I want to used fixed point arithmetic going from 32 up to maybe 1024 bit as you zoom in.
Now normaly SSE or AVX is no help there due to the lack of add with carry and doing normal integer arithmetic is faster. But in my case I have literally millions of pixels that all need to be computed. So I have a huge vector of values that all need to go through the same iterative formula over and over a million times too.
So I'm not looking at doing a fixed point add/sub/mul on single values but doing it on huge vectors. My hope is that for such vector operations AVX/AVX2 can still be utilized to improve the performance despite the lack of native add with carry.
Anyone know of a library for fixed point arithmetic on vectors or some example code how to do emulate add with carry on AVX/AVX2.
FP extended precision gives more bits per clock cycle (because double FMA throughput is 2/clock vs. 32x32=>64-bit at 1 or 2/clock on Intel CPUs); consider using the same tricks that Prime95 uses with FMA for integer math. With care it's possible to use FPU hardware for bit-exact integer work.
For your actual question: since you want to do the same thing to multiple pixels in parallel, probably you want to do carries between corresponding elements in separate vectors, so one __m256i holds 64-bit chunks of 4 separate bigintegers, not 4 chunks of the same integer.
Register pressure is a problem for very wide integers with this strategy. Perhaps you can usefully branch on there being no carry propagation past the 4th or 6th vector of chunks, or something, by using vpmovmskb on the compare result to generate the carry-out after each add. An unsigned add has carry out of a+b < a (unsigned compare)
But AVX2 only has signed integer compares (for greater-than), not unsigned. And with carry-in, (a+b+c_in) == a is possible with b=carry_in=0 or with b=0xFFF... and carry_in=1 so generating carry-out is not simple.
To solve both those problems, consider using chunks with manual wrapping to 60-bit or 62-bit or something, so they're guaranteed to be signed-positive and so carry-out from addition appears in the high bits of the full 64-bit element. (Where you can vpsrlq ymm, 62 to extract it for addition into the vector of next higher chunks.)
Maybe even 63-bit chunks would work here so carry appears in the very top bit, and vmovmskpd can check if any element produced a carry. Otherwise vptest can do that with the right mask.
This is a handy-wavy kind of brainstorm answer; I don't have any plans to expand it into a detailed answer. If anyone wants to write actual code based on this, please post your own answer so we can upvote that (if it turns out to be a useful idea at all).
Just for kicks, without claiming that this will be actually useful, you can extract the carry bit of an addition by just looking at the upper bits of the input and output values.
unsigned result = a + b + last_carry; // add a, b and (optionally last carry)
unsigned carry = (a & b) // carry if both a AND b have the upper bit set
| // OR
((a ^ b) // upper bits of a and b are different AND
& ~r); // AND upper bit of the result is not set
carry >>= sizeof(unsigned)*8 - 1; // shift the upper bit to the lower bit
With SSE2/AVX2 this could be implemented with two additions, 4 logic operations and one shift, but works for arbitrary (supported) integer sizes (uint8, uint16, uint32, uint64). With AVX2 you'd need 7uops to get 4 64bit additions with carry-in and carry-out.
Especially since multiplying 64x64-->128 is not possible either (but would require 4 32x32-->64 products -- and some additions or 3 32x32-->64 products and even more additions, as well as special case handling), you will likely not be more efficient than with mul and adc (maybe unless register pressure is your bottleneck).As
As Peter and Mystical suggested, working with smaller limbs (still stored in 64 bits) can be beneficial. On the one hand, with some trickery, you can use FMA for 52x52-->104 products. And also, you can actually add up to 2^k-1 numbers of 64-k bits before you need to carry the upper bits of the previous limbs.

RISC-V: Immediate Encoding Variants

In the RISC-V Instruction Set Manual, User-Level ISA, I couldn't understand section 2.3 Immediate Encoding Variants page 11.
There is four types of instruction formats R, I, S, and U, then there is a variants of S and U types which are SB and UJ which I suppose mean Branch and Jump as shown in figure 2.3. Then there is the types of Immediate produced by RISC-V instructions shown in figure 2.4.
So my questions are, why the SB and UJ are needed? and why shuffle the Immediate bits in that way? what does it mean to say "the Immediate produced by RISC-V instructions"? and how are they produced in this manner?
To speed up decoding, the base RISC-V ISA puts the most important fields in the same place in every instruction. As you can see in the instruction formats table,
The major opcode is always in bits 0-6.
The destination register, when present, is always in bits 7-11.
The first source register, when present, is always in bits 15-19.
The second source register, when present, is always in bits 20-24.
The other bits are used for the minor opcode or other data for the instruction (funct3 in bits 12-14 and funct7 in bits 25-31), and for the immediate. How many bits can be used for the immediate depends on how many register numbers are present in the instruction:
Instructions with one destination and two source registers (R-type) have no immediate, for instance adding two registers (ADD);
Instructions with one destination and one source register (I-type) have 12 bits for the immediate, for instance adding one register with an immediate (ADDI);
Instructions with two source registers and no destination register (S-type), for instance the store instructions, have also 12 bits for the immediate, but they have to be in a different place since the register numbers are also in a different place;
Finally, instructions with only a destination register and no minor opcode (U-type), for instance LUI, can use 20 bits for the immediate (the major opcode and the destination register number together need 12 bits).
Now think from the other point of view, of the instructions which will use these immediate values. The simplest users, I-immediate and S-immediate, need only a sign-extended 12-bit value. The U-immediate instructions need the immediate in the upper 20 bits of a 32-bit value. Finally, the branch/jump instructions need the sign-extended immediate in the lower bits of the value, except for the lowest bit which will always be zero, since RISC-V instructions are always aligned to even addresses.
But why are the immediate bits shuffled? Think this time about the physical circuit which decodes the immediate field. Since it's a hardware implementation, the bits will be decoded in parallel; each bit in the output immediate will have a multiplexer to select which input bit it comes from. The bigger the multiplexer, the costlier and slower it is.
The "shuffling" of the immediate bits in the instruction encoding, therefore, is to make each output immediate bit have as little input instruction bit options as possible. For instance, immediate bit 1 can only come from instruction bits 8 (S-immediate or B-immediate), 21 (I-immediate or J-immediate), or constant zero (U-immediate or R-type instruction which has no immediate). Immediate bit 0 can come from instruction bits 7 (S-immediate), 20 (I-immediate), or constant zero. Immediate bit 5 can only come from instruction bit 25 or constant zero. And so on.
Instruction bit 31 is a special case: for RV-64, bits 32-63 of the immediate are always copies of instruction bit 31. This high fan-out adds a delay, which would be even bigger if it also needed a multiplexer, so it only has one option (other than constant zero, which can be treated later in the pipeline by ignoring the whole immediate).
It's also interesting to note that only the major opcode (bits 0-6) is needed to know how to decode the immediate, so immediate decoding can be done in parallel with decoding the rest of the instruction.
So, answering the questions:
SB-type doubles the range of branches, since instructions are always aligned to even addresses;
UJ-type has the same overall instruction format as U-type, but the immediate value is in the lower bits instead of the upper bits;
The immediate bits are shuffled to reduce the cost of decoding the immediate value, by reducing the number of choices for each output immediate bit;
The "immediate produced by RISC-V instructions" table shows the different kinds of immediate values which can be decoded from a RISC-V instruction, and from where in the instruction each bit comes from;
They are produced by, for each output immediate bit, using the major opcode (bits 0-6) to chose an input instruction bit.
The encoding is done to try and make the actual hardware implementation as simple as possible, rather than make it easy for the reader to understand at a glance.
In practice the compiler will generate the output and so it does not matter if it is not easy for the user to understand.
When possible the SB type tries to use the same bits for the same immediate bit positions as type S, that minimizes the hardware design complexity. So imm[4:1] and imm[10:5] are in the same place for both. The top most bit of the immediate values is always at position 31 so that you can use that bit to decide if a sign extension is needed. Again, this makes the hardware easier because for multiple types of instruction the top bit is used to decide on sign extension.
The RISC-V instruction encoding is chosen to simplify the decoder
2.2 Base Instruction Formats
The RISC-V ISA keeps the source (rs1 and rs2) and destination (rd) registers at the same position in all formats to simplify decoding. Except for the 5-bit immediates used in CSR instructions(Chapter 9), immediates are always sign-extended, and are generally packed towards the left most available bits in the instruction and have been allocated to reduce hardware complexity. In particular, the sign bit for all immediates is always in bit 31 of the instruction to speed sign-extension circuitry.
2.3 Immediate Encoding Variants
The only difference between the S and B formats is that the 12-bit immediate field is used to encode branch offsets in multiples of 2 in the B format. Instead of shifting all bits in the instruction-encoded immediate left by one in hardware as is conventionally done, the middle bits (imm[10:1]) and sign bit stay in fixed positions, while the lowest bit in S format (inst[7]) encodes a high-order bit in B format.
Similarly, the only difference between the U and J formats is that the 20-bit immediate is shiftedleft by 12 bits to form U immediates and by 1 bit to form J immediates. The location of instructionbits in the U and J format immediates is chosen to maximize overlap with the other formats andwith each other.
https://riscv.org/technical/specifications/
The reason for the shuffling of the immediate in SB/UL formats has also been explained in the RISC-V spec
Although more complex implementations might have separate adders for branch and jump calculations and so would not benefit from keeping the location of immediate bits constant across types of instruction, we wanted to reduce the hardware cost of the simplest implementations. By rotating bits in the instruction encoding of B and J immediates instead of using dynamic hard-ware muxes to multiply the immediate by 2, we reduce instruction signal fanout and immediate mux costs by around a factor of 2. The scrambled immediate encoding will add negligible timeto static or ahead-of-time compilation. For dynamic generation of instructions, there is some small additional overhead, but the most common short forward branches have straight forward immediate encodings.

Fixed Point Development

I'm working on some fixed point coding these days.
If I have a bunch of 16 bit samples from an ADC and I do multiplication with a 16 bit filter coefficient, the result could be a 32 bit fixed point number right? Now that's fine because I'm targeting a 32 bit fixed point DSP. However, if I want to multiply that by another 16 bit fixed point coefficient or something then I get overflow right? So does that mean I need to do intermediate truncation? Eventually I'll be truncating anyway because I need to send the result to a 16 bit DAC.
Does anyone have experience with doing this in MATLAB?
EDIT I do have fixed point toolbox. What I don't understand is that right now if I set up a number with a 16 bit word length, then set the max product length to 16, then multiply it by another 16 bit word it gives me an error? If I have to perform all the truncations to prevent an error how does the fixed point toolbox even really help me? I guess I'm looking for an example on how to use the fixed point toolbox to ensure best possible rounding/overflow conditions given that my inputs are 16 bits and I have 32 bit registers.
Thanks
As you noted, a 16-bit multiply can result in a 32-bit result. In continuing, I'm assuming you're fixed-point notation is 16.16.
In order to perform your second multiplication, you should first shift the initial mul's result back down by 16 bits. Since the result is now back into the desired 16.16 format, you may proceed with the second mul ("...if I want to multiply that by another 16 bit fixed point coefficient..."). After this second multiplication, shift the result down by 16 bits to restore the 16.16 notation.
Before shipping the value out the DAC, I would expect that you need to leave fixed-point notation and revert to integer form. To do this, simply shift the value down by 16 bits. Before leaving fixed-point notation, you might consider rounding the result. Assuming a positive fixed-point number, this can be accomplished by adding 0.5f to the result prior to the final right shift. (In 16.16, 0.5f is 2^15.)
As always, sequential fixed-point arithmetic operations should be studied closely to avoid overflowing the left hand side. The operations may be re-ordered or factored to prevent overflow. There are a number of good tutorials on the web that can help tutorial.
As for performing fixed-point math in matlab, the bitshift functions are easy enough to use: reference. Of course, the fixed-point toolbox makes this all the more easy.

Help designing a hash function to detect duplicate records?

Let me explain my program thus far. It is a rubiks cube solver. I am given a scrambled cube (this is the initial state). This becomes the root node of a graph. I am using iterative deepening depth first search to "brute force" this scrambled cube to a recognizable state which I can then use pattern recognition to solve.
As you can imagine, this is a very large graph, so I would like to come up with some sort of hashing functionality to detect duplicate nodes in this graph (thus speeding up the traversal).
I am largely unfamiliar with hashing functions, but here is what I am thinking... Each node is essentially a different state of the rubik's cube. So if I come to a cube state (node) that has already be seen, I want to skip over it. So I need a hashing function that takes me from the state variable to a checksum, where the state variable is a 54-character string. The only allowed characters are y, r, g, o, b, w (which correspond to colors).
Any help designing this hash function would be greatly appreciated.
For the fastest duplicate detection and removal - avoid generating many of the repeated positions in the first place. This is easy to do and quicker than generating and then finding the repeats. So for example if you have moves like F and B, if you allow the sub sequence FB don't also allow BF, which gives the same result. If you've just done 3F, don't follow it with F. You can generate a small look-up table for allowed next moves, given the last three moves.
For the remaining duplicates you want a fast hash because there are a lot of positions. To make your hash go fast, as others have commented, you want what it hashes from, the representation of the position, to be small. There are 12 edge cubies and there are 8 corner cubies. Representing each cubies position and orientation need take only five bits per cubie, i.e. 100 bits (12.5 bytes) total. For edges its four bits for position and one for flip. For corners its three bits for position and 2 for spin. You can ignore the last edge cubie since its position and flip is fixed by the others. With this representation you are already down to 12 bytes for the position.
You have about 70 real bits of information in a rubik cube position, and 96 bits is close enough to 70 to make it actually counter productive hashing those bits further. I.e. treat this representation of the board as your hash. That may sound a bit strange, but from your question I'm envisaging you at the same time experimenting with a less compact representation of the cube that is more amenable to your pattern matching. In that case the 12 byte value can be treated as if it were a hash, with the advantage that it's a hash that never has a collision. That makes the duplicate testing code and new value insertion shorter and simpler and faster. It's going to be cheaper than the MD5 solutions suggested so far.
There are many other tricks you could use to cut down the work in searching for repeated positions. Have a look at http://cube20.org/ for ideas.
You can always try a cryptographic hash function. Since your problem is not a question of security (there is no attacker purposely trying to find distinct states which hash to the same value), you can use a broken hash function. I recommend trying MD4, which is quite fast. Your 54-character string is quite appropriate for MD4 input (MD4 can process inputs up to 55 bytes as a single block).
A basic 2.4 GHz PC can hash about 12 millions such strings per second, using a single core, with a simple unrolled C implementation (e.g. one which would look like the MD4Transform() function in the sample code included in RFC 1320). This may be enough for your needs.
1) Don't Use A Hash
You have 9*6 = 54 separate faces on a rubik cube. Even wastefully using 1 byte per face this is 432 bits, so hashing won't save you too much space. A better packing of 3 bits per face comes to 162 bits (21 bytes). It sounds to me like you need a compact way to represent the rubik.
OTOH, if you are looking to store a set of many many previously-visited states then I've found that using a bloom filter instead of a true set gets me decent results (but often non-optimal) with much lower space utilization.
2) If you are married to the idea of a hash:
Just use MD5, its slightly more compact than the proposed rubik states, rather fast, and has good collision properties - it's not like you have a malicious adversary trying to cause rubik cube hash collisions ;-).
EDIT: Using cryptographic hash functions, such as MD4/MD5, is usually simple once you have a library or function implementing the algorithm (ex: OpenSSL, GNU TLS, and many stand-alone implementations exist). Usually the function is something like void md5(unsigned char *buf, size_t len, unsigned char *digest) where digest points to a pre-allocated 16 byte buffer and buf is the data to be hashed (your rubik cube structure). Here is some untested C code:
#include <openssl/md5.h>
void main()
{
unsigned char digest[16];
unsigned char buf[BUFLEN];
initializeBuffer(buf);
MD5(buf,BUFLEN,digest); // This is the openssl function
printDigest(digest);
}
And be sure to compile/link with -lssl.
8 corner cubes:
You can assign each of these corners to 8 positions which each require 3 bits to determine which corner cube is at which position for a total of 24 bits.
You can further reduce this to just recording 7-of-8 positions as you can easily use a process of elimination to determine what the 8th corner is (for 21 bits).
However, this can be reduced further as the 8 corners can only be arranged in 8! = 40320 permutations and 40320 can be represented in 16 bits.
Each corner cube can be orientated correctly or be rotated 120° clockwise or anti-clockwise to be in three different positions (represented as 0, 1 and 2 respectively).
This requires 2 bits per corner to represent.
However, the sum of the orientations (modulo 3) is always 0; so, if you know 7-of-8 orientations then (assuming you have a solvable cube) you can calculate the orientation of the 8th corner (giving a total of 14 bits).
Or for a further reduction, seven ternary (base 3) digits can represent the orientation of the corners and this can be represented in 12 binary digits (bits).
So the corners cubes can be represented in 28 bits, if you want to decode the permutations, or in 33 bits, if you want to directly record the positions of 7-of-8 corners.
12 edge cubes:
Each can be represented in 4 bits (for a total of 48 bits) which can be reduced to 44 bits by only recording the position of 11-of-12 edges (for a total of 44 bits).
However, the 12! = 479001600 permutations of the edges can be stored in 29 bits.
Each edge can be either be oriented correctly or flipped:
This requires 1 bit to represent.
However, edges are always flipped in pairs so the parity of the flipped edges will always be zero (again, meaning that you only need to record 11-of-12 orientations for the edges) giving a total of 11 bits required.
So edge cubes can be represented in 40 bits, if you want to decode the permutations, or in 55 bits if you want to record all the positions and flips of 11-of-12 edges.
6 centre cubes
You do not need to record any information about the centre cubes - they are fixed relative to the ball at the centre of the Rubik's cube (so assuming you are not worried about the orientation of any logos on the cube) are immobile.
Total:
Using permutations: 68 bits
Using positions: 88 bits
Just to establish the theoretical minimum representation - the state space of a valid Rubik's cube is about 4.3*10^19. Log2(4.3*10^19) will then determine how many bits you need to represent that full space, the ceiling of which is 66. So in theory, if you could number every valid state, any given state could be uniquely represented in 66 bits.
While you may want to follow others' advice and find a more compact way of representing the cube, consider representing the state in terms of edge, corner, and face pieces. Due to the swapping laws of legal cube moves, you should be able to concatenate a sequence of 12 4-bit edge locations, 8 3-bit corner locations, and 6 3-bit face locations. This should result in a unique representation using 90 bits.
This representation may not be conducive to the way you are creating your tree, but it is unique, easily comparable, and should be possible to find given a state in your existing representation.