MIPS Assembly Language. C vs. Assembly Lang., vs. Machine Lang. Assembly and Machine Instructions: CICS 515: Part 1. Summer 2003
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1 MIPS Assembly Language CICS 515: Part 1 Summer 2003 C vs. Assembly Lang., vs. Machine Lang. C, C++, Java: high-level language easy to read, debug, write Assembly: one-to-one correspondence between assembly language instructions and machine language instructions Machine Language: instructions stored in memory, encoded High-level language program (in C) Assembly language program (for MIPS) swap(int v[], int k) {int temp; temp = v[k]; v[k] = v[k+1]; v[k+1] = temp; } C compiler swap: muli $2, $5,4 add $2, $4,$2 lw $15, 0($2) lw $16, 4($2) sw $16, 0($2) sw $15, 4($2) jr $31 Assembler Binary machine language program (for MIPS) Assembly and Machine Instructions: Language of the Machine More primitive than higher level languages e.g., no sophisticated control flow Very restrictive e.g., MIPS Arithmetic Instructions We ll be working with the MIPS instruction set architecture similar to other architectures developed since the 1980's used by NEC, Nintendo, Silicon Graphics, Sony
2 MIPS arithmetic All instructions have 3 operands Operand order is fixed (destination first) Example: C code: A = B + C MIPS code: add $s0, $s1, $s2 (associated with variables by compiler) MIPS arithmetic Design Principle: simplicity favors regularity. Of course this complicates some things... C code: A = B + C + D; E = F - A; MIPS code: add $t0, $s1, $s2 add $s0, $t0, $s3 sub $s4, $s5, $s0 Operands must be registers, only 32 registers provided (compared to 3 registers in Lab 2/3) Each Register is 32 bits (compared to 8 bits in Lab 2/3) Design Principle: smaller is faster. Why? Register Names for MIPS Name Register number Usage $zero 0 the constant value 0 $v0-$v1 2-3 values for results and expression evaluation $a0-$a3 4-7 arguments $t0-$t temporaries $s0-$s saved $t8-$t more temporaries $gp 28 global pointer $sp 29 stack pointer $fp 30 frame pointer $ra 31 return address
3 Registers vs. Memory Arithmetic instructions operands must be registers, only 32 registers provided Compiler associates variables with registers What about programs with lots of variables Control Input Memory Datapath Output Processor I/O Memory Organization Viewed as a large, single-dimension array, with an address. A memory address is an index into the array "Byte addressing" means that the index points to a byte of memory Memory and Registers Registers are each 32 bits, while memory locations hold 8 bits each So when we write a register to memory, we actually fill four memory locations 32 bits of data When we read a register from memory, we read 4 memory locations
4 Load and Store Instructions To transfer a word from memory to a register: load Suppose register $s3 contains address in memory in which desired word is located Suppose we want to put the word into register $t0 Then, we can use the following instruction: lw $t0, 0($s3) Example: Suppose register $s3 contains Then, executing the above instruction will go to location 20 in memory, read a word (32 bits), and store the word in register $t0 Load and Store Instructions To transfer a word from a register to memory: store sw $t0, 0($s3) This instruction writes the value in register $t0 into memory The target address in memory is the address stored in register $s0 Example: Suppose register $s3 contains and suppose register $t0 contains (base 16). Then, when the above instruction is executed, the value is stored in memory locations 20, 21, 22, and 23. Since each memory location holds 8 bits, it takes 4 locations to store the 32 bit word. Load and Store Instructions Can specify an offset : sw $t0, 32($s3) If S3 contains 20, this instruction writes word to memory starting at locations 52 (32+20). Can use this to access arrays: In the above example, $s3 would contain the base of the array To write to element 0 of array: sw $t0, 0($s3) To write to element 1 of array: sw $t0, 4($s3) (note this assumes each array element is 4 bytes long) To write to element 2 of array: sw $t0, 8($s3)
5 Instructions Load and store instructions Example: C code: MIPS code: A[8] = h + A[8]; lw $t0, 32($s3) add $t0, $s2, $t0 sw $t0, 32($s3) Remember arithmetic operands are registers, not memory! Our First Example Can we figure out the code? swap(int v[], int k); { int temp; temp = v[k] v[k] = v[k+1]; v[k+1] = temp; } swap: muli $t0, $a1, 4 add $t0, $a0, $t0 lw $t1, 0($t0) lw $t2, 4($t0) sw $t2, 0($t0) sw $t1, 4($t0) So far we ve learned: MIPS loading words but addressing bytes arithmetic on registers only Instruction Meaning add $s1, $s2, $s3 $s1 = $s2 + $s3 sub $s1, $s2, $s3 $s1 = $s2 $s3 lw $s1, 100($s2) $s1 = Memory[$s2+100] sw $s1, 100($s2) Memory[$s2+100] = $s1
6 Machine Language Instructions, like registers and words of data, are also 32 bits long Example: add $t0, $s1, $s2 registers have numbers, $t0=9, $s1=17, $s2=18 Instruction Format: op rs rt rd shamt funct Machine Language Consider the load-word and store-word instructions, Introduce a new type of instruction format I-type for data transfer instructions other format was R-type for register Example: lw $t0, 32($s2) op rs rt 16 bit number Stored Program Concept Instructions are bits Programs are stored in memory to be read or written just like data Processor Memory memory for data, programs, compilers, editors, etc. Fetch & Execute Cycle Instructions are fetched and put into a special register Bits in the register "control" the subsequent actions Fetch the next instruction and continue
7 Control Decision making instructions alter the control flow, i.e., change the "next" instruction to be executed MIPS conditional branch instructions: bne $t0, $t1, Label beq $t0, $t1, Label Example: if (i==j) { h = i + j; } bne $s0, $s1, Label add $s3, $s0, $s1 Label:... Control MIPS unconditional branch instructions: j label Example: if (i!=j) beq $s4, $s5, Lab1 h=i+j; add $s3, $s4, $s5 else j Lab2 h=i-j; Lab1: sub $s3, $s4, $s5 Lab2:... Take Home Exercise: Build a simple for-loop Addresses in Branches and Jumps Instructions: bne $t4,$t5,label Next instruction is at Label if $t4 $t5 beq $t4,$t5,label Next instruction is at Label if $t4 = $t5 j Label Next instruction is at Label Formats: I J op rs rt 16 bit address op 26 bit address But an address is 32 bits! How do we handle this?
8 Addresses in Branches and Jumps Formats: I J op rs rt 16 bit address op 26 bit address Jump instructions just use high order bits of PC address boundaries of 256 MB For branches, encode offset from current PC rather than the absolute value of the target address So far: Instruction Meaning add $s1,$s2,$s3 $s1 = $s2 + $s3 sub $s1,$s2,$s3 $s1 = $s2 $s3 lw $s1,100($s2) $s1 = Memory[$s2+100] sw $s1,100($s2) Memory[$s2+100] = $s1 bne $s4,$s5,l Next instr. is at Label if $s4 $s5 beq $s4,$s5,l Next instr. is at Label if $s4 = $s5 j Label Next instr. is at Label Formats: R I J op rs rt rd shamt funct op rs rt 16 bit address op 26 bit address Control Flow We have: beq, bne, what about Branch-if-less-than? New instruction: if $s1 < $s2 then $t0 = 1 slt $t0, $s1, $s2 else $t0 = 0 Can use this instruction to build "blt $s1, $s2, Label" can now build general control structures 2
9 Constants Small constants are used quite frequently (50% of operands) e.g., A = A + 5; B = B + 1; C = C - 18; MIPS Instructions: addi $29, $29, 4 slti $8, $18, 10 andi $29, $29, 6 ori $29, $29, 4 3 How about larger constants? We'd like to be able to load a 32 bit constant into a register Must use two instructions, new "load upper immediate" instruction lui $t0, filled with zeros Then must get the lower order bits right, i.e., ori $t0, $t0, ori Assembly Language vs. Machine Language Assembly provides convenient symbolic representation much easier than writing down numbers e.g., destination first Machine language is the underlying reality e.g., destination is no longer first Assembly can provide 'pseudoinstructions' e.g., move $t0, $t1 exists only in Assembly would be implemented using add $t0,$t1,$zero When considering performance you should count real instructions
10 To summarize: MIPS assembly language Category Instruction Example Meaning Comments add add $s1, $s2, $s3 $s1 = $s2 + $s3 Three operands; data in registers Arithmetic subtract sub $s1, $s2, $s3 $s1 = $s2 - $s3 Three operands; data in registers add immediate addi $s1, $s2, 100 $s1 = $s Used to add constants load w ord lw $s1, 100($s2) $s1 = Memory[$s Word from memory to register store w ord sw $s1, 100($s2) Memory[$s ] = $s1 Word from register to memory Data transfer load byte lb $s1, 100($s2) $s1 = Memory[$s Byte from memory to register store byte sb $s1, 100($s2) Memory[$s ] = $s1 Byte from register to memory load upper immediate lui $s1, 100 $s1 = 100 * 2 16 Loads constant in upper 16 bits branch on equal beq $s1, $s2, 25 if ($s1 == $s2) go to PC branch on not equal bne $s1, $s2, 25 if ($s1!= $s2) go to Conditional PC branch set on less than slt $s1, $s2, $s3 if ($s2 < $s3) $s1 = 1; else $s1 = 0 set less than immediate slti $s1, $s2, 100 if ($s2 < 100) $s1 = 1; else $s1 = 0 Equal test; PC-relative branch Not equal test; PC-relative Compare less than; for beq, bne Compare less than constant jump j 2500 go to Jump to target address Uncondi- jump register jr $ra go to $ra For sw itch, procedure return tional jump jump and link jal 2500 $ra = PC + 4; go to 2500 For procedure call
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