| How Microprocessors
Work |
| by Marshall
Brain |
| The computer you are using to
read this page uses a microprocessor to do its work. The microprocessor
is the heart of any normal computer, whether it is a desktop
machine, a server
or a laptop.
The microprocessor you are using might be a Pentium, a K6, a PowerPC, a
Sparc or any of the many other brands and types of microprocessors, but
they all do approximately the same thing in approximately the same way.
If you have ever wondered what the microprocessor in your computer is
doing, or if you have ever wondered about the differences between types
of microprocessors, then read on. In this edition of HowStuffWorks,
you will learn how fairly simple digital logic techniques allow a computer
to do its job, whether its playing a game or spell checking a document!
Microprocessor History
A microprocessor -- also known as a CPU or central processing
unit -- is a complete computation engine that is fabricated on a single
chip. The first microprocessor was the Intel 4004, introduced in 1971.
The 4004 was not very powerful -- all it could do was add and subtract,
and it could only do that 4 bits
at a time. But it was amazing that everything was on one chip. Prior to
the 4004, engineers built computers either from collections of chips or
from discrete components (transistors
wired one at a time). The 4004 powered one of the first portable electronic
calculators.
The first microprocessor to make it into a home computer was the Intel
8080, a complete 8-bit computer on one chip, introduced in 1974. The first
microprocessor to make a real splash in the market was the Intel 8088,
introduced in 1979 and incorporated into the IBM PC (which first appeared
around 1982). If you are familiar with the PC market and its history, you
know that the PC market moved from the 8088 to the 80286 to the 80386 to
the 80486 to the Pentium to the Pentium II to the Pentium III to the Pentium
4. All of these microprocessors are made by Intel and all of them are improvements
on the basic design of the 8088. The Pentium 4 can execute any piece of
code that ran on the original 8088, but it does it about 5,000 times faster!
The following table helps you to understand the differences between
the different processors that Intel has introduced over the years.
|
Name
|
Date
|
Transistors
|
Microns
|
Clock speed
|
Data width
|
MIPS
|
|
8080
|
1974
|
6,000
|
6
|
2 MHz
|
8 bits
|
0.64
|
|
8088
|
1979
|
29,000
|
3
|
5 MHz
|
16 bits
8-bit bus
|
0.33
|
|
80286
|
1982
|
134,000
|
1.5
|
6 MHz
|
16 bits
|
1
|
|
80386
|
1985
|
275,000
|
1.5
|
16 MHz
|
32 bits
|
5
|
|
|
80486
|
1989
|
1,200,000
|
1
|
25 MHz
|
32 bits
|
20
|
|
Pentium
|
1993
|
3,100,000
|
0.8
|
60 MHz
|
32 bits
64-bit bus
|
100
|
|
Pentium II
|
1997
|
7,500,000
|
0.35
|
233 MHz
|
32 bits
64-bit bus
|
~300
|
|
Pentium III
|
1999
|
9,500,000
|
0.25
|
450 MHz
|
32 bits
64-bit bus
|
~510
|
|
Pentium 4
|
2000
|
42,000,000
|
0.18
|
1.5 GHz
|
32 bits
64-bit bus
|
~1,700
|
Compiled from The
Intel Microprocessor Quick Reference Guide and TSCP
Benchmark Scores
Information about this table:
|
What's a
Chip?
A chip is also called
an integrated circuit. Generally it is a small, thin piece of silicon
onto which the transistors
making up the microprocessor have been etched. A chip might be as large
as an inch on a side and can contain tens of millions of transistors. Simpler
processors might consist of a few thousand transistors etched onto a chip
just a few millimeters square. |
-
The date is the year that the processor was first introduced. Many
processors are re-introduced at higher clock speeds for many years after
the original release date.
-
Transistors is the number of transistors on the chip. You can see
that the number of transistors on a single chip has risen steadily over
the years.
-
Microns is the width, in microns, of the smallest wire on the chip.
For comparison, a human hair is 100 microns thick. As the feature size
on the chip goes down, the number of transistors rises.
-
Clock speed is the maximum rate that the chip can be clocked at.
Clock speed will make more sense in the next section.
-
Data Width is the width of the ALU. An 8-bit ALU can add/subtract/multiply/etc.
two 8-bit numbers, while a 32-bit ALU can manipulate 32-bit numbers. An
8-bit ALU would have to execute four instructions to add two 32-bit numbers,
while a 32-bit ALU can do it in one instruction. In many cases, the external
data bus is the same width as the ALU, but not always. The 8088 had a 16-bit
ALU and an 8-bit bus, while the modern Pentiums fetch data 64 bits at a
time for their 32-bit ALUs.
-
MIPS stands for "millions of instructions per second" and is a rough
measure of the performance of a CPU. Modern CPUs can do so many different
things that MIPS ratings lose a lot of their meaning, but you can get a
general sense of the relative power of the CPUs from this column.
From this table you can see that, in general, there is a relationship between
clock speed and MIPS. The maximum clock speed is a function of the manufacturing
process and delays within the chip. There is also a relationship between
the number of transistors and MIPS. For example, the 8088 clocked at 5
MHz but only executed at 0.33 MIPS (about one instruction per 15 clock
cycles). Modern processors can often execute at a rate of two instructions
per clock cycle. That improvement is directly related to the number of
transistors on the chip and will make more sense in the next section.
Inside a Microprocessor
To understand how a microprocessor works, it is helpful to look inside
and learn about the logic used to create one. In the process you can also
learn about assembly language -- the native language of a microprocessor
-- and many of the things that engineers can do to boost the speed of a
processor.
A microprocessor executes a collection of machine instructions that
tell the processor what to do. Based on the instructions, a microprocessor
does three basic things:
-
Using its ALU (Arithmetic/Logic Unit), a microprocessor can perform mathematical
operations like addition, subtraction, multiplication and division. Modern
microprocessors contain complete floating point processors that can perform
extremely sophisticated operations on large floating point numbers.
-
A microprocessor can move data from one memory
location to another.
-
A microprocessor can make decisions and jump to a new set of instructions
based on those decisions.
There may be very sophisticated things that a microprocessor does, but
those are its three basic activities. The following diagram shows an extremely
simple microprocessor capable of doing those three things:
This is about as simple as a microprocessor gets. This microprocessor
has:
-
An address bus (that may be 8, 16 or 32 bits wide) that sends an
address to memory
-
A data bus (that may be 8, 16 or 32 bits wide) that can send data
to memory or receive data from memory
-
An RD (read) and WR (write) line to tell the memory whether
it wants to set or get the addressed location
-
A clock line that lets a clock pulse sequence the processor
-
A reset line that resets the program counter to zero (or whatever)
and restarts execution
Let's assume that both the address and data buses are 8 bits wide in this
example.
Here are the components of this simple microprocessor:
-
Registers A, B and C are simply latches made out of flip-flops. (See the
section on "edge-triggered latches" in How
Boolean Logic Works for details.)
-
The address latch is just like registers A, B and C.
-
The program counter is a latch with the extra ability to increment by 1
when told to do so, and also to reset to zero when told to do so.
-
The ALU could be as simple as an 8-bit adder (see the section on adders
in How Boolean
Logic Works for details), or it might be able to add, subtract, multiply
and divide 8-bit values. Let's assume the latter here.
-
The test register is a special latch that can hold values from comparisons
performed in the ALU. An ALU can normally compare two numbers and determine
if they are equal, if one is greater than the other, etc. The test register
can also normally hold a carry bit from the last stage of the adder. It
stores these values in flip-flops and then the instruction decoder can
use the values to make decisions.
-
There are six boxes marked "3-State" in the diagram. These are tri-state
buffers. A tri-state buffer can pass a 1, a 0 or it can essentially
disconnect its output (imagine a switch that totally disconnects the output
line from the wire that the output is heading toward). A tri-state buffer
allows multiple outputs to connect to a wire, but only one of them to actually
drive a 1 or a 0 onto the line.
-
The instruction register and instruction decoder are responsible for controlling
all of the other components.
Although they are not shown in this diagram, there would be control lines
from the instruction decoder that would:
-
Tell the A register to latch the value currently on the data bus
-
Tell the B register to latch the value currently on the data bus
-
Tell the C register to latch the value currently on the data bus
-
Tell the program counter register to latch the value currently on the data
bus
-
Tell the address register to latch the value currently on the data bus
-
Tell the instruction register to latch the value currently on the data
bus
-
Tell the program counter to increment
-
Tell the program counter to reset to zero
-
Activate any of the six tri-state buffers (six separate lines)
-
Tell the ALU what operation to perform
-
Tell the test register to latch the ALU's test bits
-
Activate the RD line
-
Activate the WR line
Coming into the instruction decoder are the bits from the test register
and the clock line, as well as the bits from the instruction register.
RAM and ROM
The previous section talked about the address and data buses, as well
as the RD and WR lines. These buses and lines connect either to RAM or
ROM -- generally both. In our sample microprocessor, we have an address
bus 8 bits wide and a data bus 8 bits wide. That means that the microprocessor
can address (28) 256 bytes of memory, and
it can read or write 8 bits of the memory at a time. Let's assume that
this simple microprocessor has 128 bytes of ROM starting at address 0 and
128 bytes of RAM starting at address 128.
ROM stands
for read-only memory. A ROM chip is programmed with a permanent collection
of pre-set bytes. The address bus tells the ROM chip which byte to get
and place on the data bus. When the RD line changes state, the ROM chip
presents the selected byte onto the data bus.
RAM stands
for random-access memory. RAM contains bytes of information, and the microprocessor
can read or write to those bytes depending on whether the RD or WR line
is signaled. One problem with today's RAM chips is that they forget everything
once the power
goes off. That is why the computer needs ROM.
By the way, nearly all computers contain some amount of ROM (it is possible
to create a simple computer that contains no RAM -- many microcontrollers
do this by placing a handful of RAM bytes on the processor chip itself
-- but generally impossible to create one that contains no ROM). On a PC,
the ROM is called the BIOS
(Basic Input/Output System). When the microprocessor starts, it begins
executing instructions it finds in the BIOS. The BIOS instructions do things
like test the hardware in the machine, and then it goes to the hard disk
to fetch the boot sector (see How
Hard Disks Work for details). This boot sector is another small program,
and the BIOS stores it in RAM after reading it off the disk. The microprocessor
then begins executing the boot sector's instructions from RAM. The boot
sector program will tell the microprocessor to fetch something else from
the hard disk into RAM, which the microprocessor then executes, and so
on. This is how the microprocessor loads and executes the entire operating
system.
Microprocessor Instructions
Even the incredibly simple microprocessor shown in the previous example
will have a fairly large set of instructions that it can perform. The collection
of instructions is implemented as bit patterns, each one of which has a
different meaning when loaded into the instruction register. Humans are
not particularly good at remembering bit patterns, so a set of short words
are defined to represent the different bit patterns. This collection of
words is called the assembly language of the processor. An assembler
can translate the words into their bit patterns very easily, and then the
output of the assembler is placed in memory for the microprocessor to execute.
Here's the set of assembly language instructions that the designer might
create for the simple microprocessor in our example:
-
LOADA mem - Load register A from memory address
-
LOADB mem - Load register B from memory address
-
CONB con - Load a constant value into register B
-
SAVEB mem - Save register B to memory address
-
SAVEC mem - Save register C to memory address
-
ADD - Add A and B and store the result in C
-
SUB - Subtract A and B and store the result in C
-
MUL - Multiply A and B and store the result in C
-
DIV - Divide A and B and store the result in C
-
COM - Compare A and B and store the result in test
-
JUMP addr - Jump to an address
-
JEQ addr - Jump, if equal, to address
-
JNEQ addr - Jump, if not equal, to address
-
JG addr - Jump, if greater than, to address
-
JGE addr - Jump, if greater than or equal, to address
-
JL addr - Jump, if less than, to address
-
JLE addr - Jump, if less than or equal, to address
-
STOP - Stop execution
If you have read How
C Programming Works, then you know that this simple piece of C code
will calculate the factorial of 5 (where the factorial of 5 = 5! = 5 *
4 * 3 * 2 * 1 = 120):
a=1;
f=1;
while (a <= 5)
{
f = f * a;
a = a + 1;
}
At the end of the program's execution, the variable f contains the
factorial of 5.
A C compiler translates this C code into assembly language. Assuming
that RAM starts at address 128 in this processor, and ROM (which contains
the assembly language program) starts at address 0, then for our simple
microprocessor the assembly language might look like this:
// Assume a is at address 128
// Assume F is at address 129
0 CONB 1 // a=1;
1 SAVEB 128
2 CONB 1 // f=1;
3 SAVEB 129
4 LOADA 128 // if a > 5 the jump to 17
5 CONB 5
6 COM
7 JG 17
8 LOADA 129 // f=f*a;
9 LOADB 128
10 MUL
11 SAVEC 129
12 LOADA 128 // a=a+1;
13 CONB 1
14 ADD
15 SAVEC 128
16 JUMP 4 // loop back to if
17 STOP
So now the question is, "How do all of these instructions look in ROM?"
Each of these assembly language instructions must be represented by a binary
number. For the sake of simplicity, let's assume each assembly language
instruction is given a unique number, like this:
-
LOADA - 1
-
LOADB - 2
-
CONB - 3
-
SAVEB - 4
-
SAVEC mem - 5
-
ADD - 6
-
SUB - 7
-
MUL - 8
-
DIV - 9
-
COM - 10
-
JUMP addr - 11
-
JEQ addr - 12
-
JNEQ addr - 13
-
JG addr - 14
-
JGE addr - 15
-
JL addr - 16
-
JLE addr - 17
-
STOP - 18
The numbers are known as opcodes. In ROM, our little program would
look like this:
// Assume a is at address 128
// Assume F is at address 129
Addr opcode/value
0 3 // CONB 1
1 1
2 4 // SAVEB 128
3 128
4 3 // CONB 1
5 1
6 4 // SAVEB 129
7 129
8 1 // LOADA 128
9 128
10 3 // CONB 5
11 5
12 10 // COM
13 14 // JG 17
14 31
15 1 // LOADA 129
16 129
17 2 // LOADB 128
18 128
19 8 // MUL
20 5 // SAVEC 129
21 129
22 1 // LOADA 128
23 128
24 3 // CONB 1
25 1
26 6 // ADD
27 5 // SAVEC 128
28 128
29 11 // JUMP 4
30 8
31 18 // STOP
You can see that seven lines of C code became 17 lines of assembly language,
and that became 31 bytes in ROM.
The instruction decoder needs to turn each of the opcodes into a set
of signals that drive the different components inside the microprocessor.
Let's take the ADD instruction as an example and look at what it needs
to do:
-
During the first clock cycle, we need to actually load the instruction.
Therefore the instruction decoder needs to:
-
activate the tri-state buffer for the program counter
-
activate the RD line
-
activate the data-in tri-state buffer
-
latch the instruction into the instruction register
-
During the second clock cycle, the ADD instruction is decoded. It needs
to do very little:
-
set the operation of the ALU to addition
-
latch the output of the ALU into the C register
-
During the third clock cycle, the program counter is incremented (in theory
this could be overlapped into the second clock cycle).
Every instruction can be broken down as a set of sequenced operations like
these that manipulate the components of the microprocessor in the proper
order. Some instructions, like this ADD instruction, might take two or
three clock cycles. Others might take five or six clock cycles.
Microprocessor Performance
The number of transistors available has a huge effect on the
performance of a processor. As seen earlier, a typical instruction in a
processor like an 8088 took 15 clock cycles to execute. Because of the
design of the multiplier, it took approximately 80 cycles just to do one
16-bit multiplication on the 8088. With more transistors, much more powerful
multipliers capable of single-cycle speeds become possible.
More transistors also allow for a technology called pipelining.
In a pipelined architecture, instruction execution overlaps. So even though
it might take five clock cycles to execute each instruction, there can
be five instructions in various stages of execution simultaneously. That
way it looks like one instruction completes every clock cycle.
Many modern processors have multiple instruction decoders, each with
its own pipeline. This allows for multiple instruction streams, which means
that more than one instruction can complete during each clock cycle. This
technique can be quite complex to implement, so it takes lots of transistors.
The trend in processor design has been toward full 32-bit ALUs with
fast floating point processors built in and pipelined execution with multiple
instruction streams. There has also been a tendency toward special instructions
(like the MMX instructions) that make certain operations particularly efficient.
There has also been the addition of hardware virtual
memory support and L1 caching
on the processor chip. All of these trends push up the transistor count,
leading to the multi-million transistor powerhouses available today. These
processors can execute about one billion instructions per second!
|