927 resultados para Software architecture
Resumo:
This paper presents the design of the area optimized integer two dimensional discrete cosine transform (2-D DCT) used in H.264/AVC codecs. The 2-D DCT calculation is performed by utilizing the separability property, in such a way that 2-D DCT is divided into two 1-D DCT calculation that are joined through a common memory. Due to its area optimized approach, the design will find application in mobile devices. Verilog hardware description language (HDL) in cadence environment has been used for design, compilation, simulation and synthesis of transform block in 0.18 mu TSMC technology.
Resumo:
Soft error has become one of the major areas of attention with the device scaling and large scale integration. Lot of variants for superscalar architecture were proposed with focus on program re-execution, thread re-execution and instruction re-execution. In this paper we proposed a fault tolerant micro-architecture of pipelined RISC. The proposed architecture, Floating Resources Extended pipeline (FREP), re-executes the instructions using extended pipeline stages. The instructions are re-executed by hybrid architecture with a suitable combination of space and time redundancy.
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In this paper we explore an implementation of a high-throughput, streaming application on REDEFINE-v2, which is an enhancement of REDEFINE. REDEFINE is a polymorphic ASIC combining the flexibility of a programmable solution with the execution speed of an ASIC. In REDEFINE Compute Elements are arranged in an 8x8 grid connected via a Network on Chip (NoC) called RECONNECT, to realize the various macrofunctional blocks of an equivalent ASIC. For a 1024-FFT we carry out an application-architecture design space exploration by examining the various characterizations of Compute Elements in terms of the size of the instruction store. We further study the impact by using application specific, vectorized FUs. By setting up different partitions of the FFT algorithm for persistent execution on REDEFINE-v2, we derive the benefits of setting up pipelined execution for higher performance. The impact of the REDEFINE-v2 micro-architecture for any arbitrary N-point FFT (N > 4096) FFT is also analyzed. We report the various algorithm-architecture tradeoffs in terms of area and execution speed with that of an ASIC implementation. In addition we compare the performance gain with respect to a GPP.
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A novel comparator architecture is proposed for speed operation in low voltage environment. Performance comparison with a conventional regenerative comparator shows a speed-up of 41%. The proposed comparator is embedded in a continuous time sigma-delta ADC so as to reduce the quantizer delay and hence minimizes the excess loop delay problem. A performance enhancement of 1dB in the dynamic range of the ADC is achieved with this new comparator. We have implemented this ADC in a standard single-poly 8-Metal 0.13 mum UMC process. The entire system operates at 1.2 V supply providing a dynamic range of 32 dB consuming 720 muW of power and occupies an area of 0.1 mm2.
Resumo:
In achieving higher instruction level parallelism, software pipelining increases the register pressure in the loop. The usefulness of the generated schedule may be restricted to cases where the register pressure is less than the available number of registers. Spill instructions need to be introduced otherwise. But scheduling these spill instructions in the compact schedule is a difficult task. Several heuristics have been proposed to schedule spill code. These heuristics may generate more spill code than necessary, and scheduling them may necessitate increasing the initiation interval. We model the problem of register allocation with spill code generation and scheduling in software pipelined loops as a 0-1 integer linear program. The formulation minimizes the increase in initiation interval (II) by optimally placing spill code and simultaneously minimizes the amount of spill code produced. To the best of our knowledge, this is the first integrated formulation for register allocation, optimal spill code generation and scheduling for software pipelined loops. The proposed formulation performs better than the existing heuristics by preventing an increase in II in 11.11% of the loops and generating 18.48% less spill code on average among the loops extracted from Perfect Club and SPEC benchmarks with a moderate increase in compilation time.
Resumo:
A customer reported problem (or Trouble Ticket) in software maintenance is typically solved by one or more maintenance engineers. The decision of allocating the ticket to one or more engineers is generally taken by the lead, based on customer delivery deadlines and a guided complexity assessment from each maintenance engineer. The key challenge in such a scenario is two folds, un-truthful (hiked up) elicitation of ticket complexity by each engineer to the lead and the decision of allocating the ticket to a group of engineers who will solve the ticket with in customer deadline. The decision of allocation should ensure Individual and Coalitional Rationality along with Coalitional Stability. In this paper we use game theory to examine the issue of truthful elicitation of ticket complexities by engineers for solving ticket as a group given a specific customer delivery deadline. We formulate this problem as strategic form game and propose two mechanisms, (1) Division of Labor (DOL) and (2) Extended Second Price (ESP). In the proposed mechanisms we show that truth telling by each engineer constitutes a Dominant Strategy Nash Equilibrium of the underlying game. Also we analyze the existence of Individual Rationality (IR) and Coalitional Rationality (CR) properties to motivate voluntary and group participation. We use Core, solution concept from co-operative game theory to analyze the stability of the proposed group based on the allocation and payments.
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The memory subsystem is a major contributor to the performance, power, and area of complex SoCs used in feature rich multimedia products. Hence, memory architecture of the embedded DSP is complex and usually custom designed with multiple banks of single-ported or dual ported on-chip scratch pad memory and multiple banks of off-chip memory. Building software for such large complex memories with many of the software components as individually optimized software IPs is a big challenge. In order to obtain good performance and a reduction in memory stalls, the data buffers of the application need to be placed carefully in different types of memory. In this paper we present a unified framework (MODLEX) that combines different data layout optimizations to address the complex DSP memory architectures. Our method models the data layout problem as multi-objective genetic algorithm (GA) with performance and power being the objectives and presents a set of solution points which is attractive from a platform design viewpoint. While most of the work in the literature assumes that performance and power are non-conflicting objectives, our work demonstrates that there is significant trade-off (up to 70%) that is possible between power and performance.
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Today's feature-rich multimedia products require embedded system solution with complex System-on-Chip (SoC) to meet market expectations of high performance at a low cost and lower energy consumption. The memory architecture of the embedded system strongly influences these parameters. Hence the embedded system designer performs a complete memory architecture exploration. This problem is a multi-objective optimization problem and can be tackled as a two-level optimization problem. The outer level explores various memory architecture while the inner level explores placement of data sections (data layout problem) to minimize memory stalls. Further, the designer would be interested in multiple optimal design points to address various market segments. However, tight time-to-market constraints enforces short design cycle time. In this paper we address the multi-level multi-objective memory architecture exploration problem through a combination of Multi-objective Genetic Algorithm (Memory Architecture exploration) and an efficient heuristic data placement algorithm. At the outer level the memory architecture exploration is done by picking memory modules directly from a ASIC memory Library. This helps in performing the memory architecture exploration in a integrated framework, where the memory allocation, memory exploration and data layout works in a tightly coupled way to yield optimal design points with respect to area, power and performance. We experimented our approach for 3 embedded applications and our approach explores several thousand memory architecture for each application, yielding a few hundred optimal design points in a few hours of computation time on a standard desktop.
Resumo:
We propose the design and implementation of hardware architecture for spatial prediction based image compression scheme, which consists of prediction phase and quantization phase. In prediction phase, the hierarchical tree structure obtained from the test image is used to predict every central pixel of an image by its four neighboring pixels. The prediction scheme generates an error image, to which the wavelet/sub-band coding algorithm can be applied to obtain efficient compression. The software model is tested for its performance in terms of entropy, standard deviation. The memory and silicon area constraints play a vital role in the realization of the hardware for hand-held devices. The hardware architecture is constructed for the proposed scheme, which involves the aspects of parallelism in instructions and data. The processor consists of pipelined functional units to obtain the maximum throughput and higher speed of operation. The hardware model is analyzed for performance in terms throughput, speed and power. The results of hardware model indicate that the proposed architecture is suitable for power constrained implementations with higher data rate
Resumo:
Miniaturization of devices and the ensuing decrease in the threshold voltage has led to a substantial increase in the leakage component of the total processor energy consumption. Relatively simpler issue logic and the presence of a large number of function units in the VLIW and the clustered VLIW architectures attribute a large fraction of this leakage energy consumption in the functional units. However, functional units are not fully utilized in the VLIW architectures because of the inherent variations in the ILP of the programs. This underutilization is even more pronounced in the context of clustered VLIW architectures because of the contentions for the limited number of slow intercluster communication channels which lead to many short idle cycles.In the past, some architectural schemes have been proposed to obtain leakage energy bene .ts by aggressively exploiting the idleness of functional units. However, presence of many short idle cycles cause frequent transitions from the active mode to the sleep mode and vice-versa and adversely a ffects the energy benefits of a purely hardware based scheme. In this paper, we propose and evaluate a compiler instruction scheduling algorithm that assist such a hardware based scheme in the context of VLIW and clustered VLIW architectures. The proposed scheme exploits the scheduling slacks of instructions to orchestrate the functional unit mapping with the objective of reducing the number of transitions in functional units thereby keeping them off for a longer duration. The proposed compiler-assisted scheme obtains a further 12% reduction of energy consumption of functional units with negligible performance degradation over a hardware-only scheme for a VLIW architecture. The benefits are 15% and 17% in the context of a 2-clustered and a 4-clustered VLIW architecture respectively. Our test bed uses the Trimaran compiler infrastructure.