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Published byLambert Edwards Modified over 9 years ago
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Instructor: Oluwayomi Adamo Digital Systems Design
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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.
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What is the System Requirement? What are functional blocks required? What is the size of your instructions? Types of Instructions to design: 1.Data handling and manipulation (add, sub, increment, and clear etc.) 2.Branch instructions 3.Input and Output
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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.
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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.
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OpCCSRCDST Register Instruction 01001011 Branch Instruction 11CCADDRESS Halt and I/O Instruction 1100LHDST 11001011 11000110 11100011
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◦ To be drawn in class
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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
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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
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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
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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’;
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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;
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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’;
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Fetch -> Decode -> Execute Fetch Sequence t1:MAR <- (PC) t2:MBR <- (memory) PC <- (PC) +1 t3:IR <- (MBR) (tx = time unit/clock cycle)
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Good Luck!!!
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