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Add compiler
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7
doc/lbp/general_tips.md
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doc/lbp/general_tips.md
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https://web.archive.org/web/20160324052734/http://www.lbpcentral.com/forums/showthread.php?92215-Tips-and-Tricks
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Logic is counted TWICE on the thermo when sackboy is in the level so if you have a complicated chip, it might be best to use a sackbot. (I set the controliinator for that sackbot to a color channel as nearest player seems to lag for me in beta)
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How to adjust the camera WHILE creating or moving stuff around: Pause, go to settings and in the bottom you'll see an option called ''Create'' There you'll find ''Touch create mode'' Then you can set it to ''Camera'' and be able to zoom and move the camera around, no matter what you're doing!
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Faster travel in the editor: Use Oddsock or Swoop while creating, they're much faster at moving and hovering around ( Of course you'll need to change character to test in-editor )
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doc/lbp/logic_research.md
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doc/lbp/logic_research.md
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(when a gate has multiple inputs, unless specified otherwise, the speed applies to all of the inputs)
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# General
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For multiple inputs, dependencies are evaluated by the order they appear on the gate, top to bottom.
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# Selector
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Cycle input is slow. It does not evaluate its dependencies early.
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Other inputs are fast and behave as normal gates.
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# Microchip
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(with one input and no outputs)
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All inputs fast
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The activate input is checked before and independently of the regular inputs.
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Other inputs are then checked top-to-bottom
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Activation before other, older gates? No
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With inner microchips and no inputs/outputs -> tag propogration is instant [microchip_activation_0]
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# Sequencer
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(with one input and no outputs)
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All inputs fast
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# Sackbot trick
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Converting analog to digital with a sackbot is instant. It can be done multiple times per frame and occurs during the same phase as logic gates.
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A sackbot uses about 1/250th of a thermometer (~4000 units). It has 16 inputs that can be used (~250 thermometer units per analog-to-digital conversion).
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The output can be on for two frames instead of the expected one.
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# Physics
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Activating a destroyer and a tag on an object in the same frame causes the tag sensor to not activate.
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# Non-terminal components
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Timer: fast
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Counter: fast
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Toggle: fast
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Randomiser: fast
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Wave generator: fast
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# Terminal components
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Emitter: slow
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Tag: slow
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Mover: slow
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BIN
doc/other/bittzy.png
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doc/other/bittzy.png
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doc/other/blizzy_opcodes.png
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doc/other/blizzy_opcodes.png
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doc/other/mazzetip_cpu
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doc/other/mazzetip_cpu
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doc/parva/assembly_0.2.md
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doc/parva/assembly_0.2.md
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# Registers
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0000 | x0/zero | always 0
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0001 | x1/ra | return address
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0010 | x2/sp | stack pointer
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0011 | x3/gp | global pointer
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0100 | x4/tp | thread pointer
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0101 | x5/t0 | temporary
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0110 | x6/t1
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0111 | x7/t2
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1000 | x8/s0/fp | saved register, frame pointer
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1001 | x9/s1
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1010 | x10/a0 | function argument, return value
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1011 | x11/a1
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1100 | x12/a2
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1101 | x13/a3
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1110 | x14/a4
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1111 | x15/a5
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_idea_
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A new syntax is needed for doubleword registers now that there can be two digits. Maybe only
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allow the bottom 8 to represent doubleword registers, and shift s0/s1 to an earlier position to
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compensate?
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_idea_
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Multiple calling conventions, one with many saved registers and another with few?
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# ALU instructions (0)
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000000 DDDD AAAA IIII IIIIII | addi xD, xA, I
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000001 DDDD AAAA BBBB 000000 | add xD, xA, xB
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010000 DDDD IIII IIII IIIIII | lui xD, I | load upper immediate (14 bits)
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_idea_
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011000 DDDD IIII IIII IIIIII | lli xD, I | load lower immediate (14 bits) (also change opcode of lui to match)
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_idea_
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Reserve two bits for specifying the immediate format, possibilities:
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imm, imm << 12, (imm << 12) | (imm)
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Maybe only allow this in a separate [opcode, d/a, format, imm] format where d and a are the same
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_idea_
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Fused mul/mulh and divu/remu (important now because of dedicated cores)
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0XXXXR | X = operation, R = use register as second operand
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0000 | add
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0001 | sub/lui | sub if R=1, lui if R=0
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0010 | sll
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0011 | srl
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0100 | sra
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0101 | xor
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0110 | or
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0111 | and
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1000 | mul
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1001 | mulh
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1010 | divu
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1011 | remu
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1100 | (unused)
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1101 | (unused)
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1110 | (unused)
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1111 | (unused)
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# Data instructions (10)
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100000 AAAA DDDD IIIIIIIIII | lw xD, [xA + I] ; load word at [xA + I] into xD
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100010 AAAA DDDD IIIIIIIIII | sw xD, [xA + I] ; store xD into address [xA + I]
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100100 AAAA DDDD IIIIIIIIII | ld xDD, [xA + I] ; load double [xA + I] into xDD
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100110 AAAA DDDD IIIIIIIIII | sd xDD, [xA + I] ; store xDD into address [xA + I]
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100001 AAAA DDDD BBBB IIIIII | lw xD, [xA + xB + I] ; load word at [xA + xB + I] into xD
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100011 AAAA DDDD BBBB IIIIII | sw xD, [xA + xB + I] ; store xD into address [xA + xB + I]
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100101 AAAA DDDD BBBB IIIIII | ld xDD, [xA + xB + I] ; load double [xA + xB + I] into xDD
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100111 AAAA DDDD BBBB IIIIII | sd xDD, [xA + xB + I] ; store xDD into address [xA + xB + I]
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_pseudo-instructions_
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lw/sw/ld/sd xD, I => lw/sw/ld/sd xD, I(zero)
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_idea_
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Data instructions relative to PC
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Test if having dedicated instructions for this is worth it as opposed to auipc + add + lw
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_idea_
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Prefetch instruction. Set a cache line to load for the next frame, but do not stop execution.
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Execution could maybe even be allowed to continue while fetching from main memory over multiple frames.
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_idea_
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Push/pop multiple, maybe using ld/sd, e.g. push s01, pop a01
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_idea_
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Push/pop aligned pseudo-instruction, e.g. `pusha x0, x1, x3, x5, x8` -> `pushd d0; push x3; push x5; push x8; addi sp, sp, -1`
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Combines registers into doublewords when possible, and aligns `sp` to a multiple a of 2 if necessary.
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# Branching instructions (11)
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110CCC AAAA DDDD IIII IIIIII | bC xA, xD, I ; compare xA and xD for condition C and branch to [pc + I]
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111000 AAAA IIII IIII IIIIII | j [xA + I] ; jump to [xA + I]
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111110 AAAA DDDD BBBB IIIIII | jalr xD, [xA + xB + I] ; jump to [xA + xB + I] and set xD to pc + 1
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_idea_
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011CCC AAAA iiii iiII IIIIII | bC xA, i, I ; compare xA and immediate i for condition C and branch to [pc + I]
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11CCC AAAA DDD IIIIII IIIIII | bC xA, xD, I ; compare xA and xD for condition C and branch to [pc + I]
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11110 AAAA 000 IIIIII IIIIII | blt xA, zero, I
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11111 AAAA 000 IIIIII IIIIII | bge xA, zero, I
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11110 AAAA 100 IIIIII IIIIII | j I(xA) ; jump to [xA + I]
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11111 AAAA 100 BBB000 000000 | j xB(xA) ; jump to [xA + xB]
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; Conditions (C)
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000 | beq, equals
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010 | bltu, less than unsigned
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100 | blt, less than
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110 | (unused)
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001 | bne, not equals
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011 | bgeu, greater than or equal unsigned
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101 | bge, greater than or equal
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111 | (unused)
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beq: Z==1
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bne: Z==0
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blt: N!=V
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bltu: C==0
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bge: N==V
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bgeu: C==1
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; Pseudo-instructions
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b I => beq x0, x0, I
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b xB => j xB(pc)
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j xB => j xB(zero)
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wfi => beq x0, x0, 0
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bgt xD, xA, I => blt xA, xD, I
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bgtu xD, xA, I => bltu xA, xD, I
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ble xD, xA, I => bge xA, xD, I
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bleu xD, xA, I => bgeu xA, xD, I
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beqz xD, I => beq zero, xD, I
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bltz xD, I => blt xD, zero, I
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bnez xD, I => bne zero, xD, I
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bgez xD, I => bge xD, zero, I
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bgtz xD, I => blt zero, xD, I
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blez xD, I => bge zero, xD, I
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# Interrupts
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Trigger interrupt input
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Two (three?) input bits to select which interrupt vector to use.
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Some maskable, some not maskable
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Single line in memory holding all control values (interrupt vectors, interrupts enabled bit, pc, timers, cpuid)
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Contains two value inputs, these can be read as special registers
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Timer interrupts?
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# I/O
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Write to special memory line, send I/O out signal
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23
doc/parva/design.md
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doc/parva/design.md
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# L2 data cache
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Writeback scenarios:
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1. Normal: write L1-0 to L2-0, L1-1 to L2-1
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2. Swap: write L1-0 to L2-1, L1-1 to L2-0
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3. Normal miss: write L1-0 to L2-1, L1-1 to L2-2
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4. Swap miss: write L1-0 to L2-2, L1-1 to L2-1
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On miss:
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Check if requested line is in L2. If so, send a move signal to that position.
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# L2 instruction cache
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Same as data cache but with no writeback functionality
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Must pre-emptively fetch the next line after the PC
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63
doc/parva/ideas.md
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doc/parva/ideas.md
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# Instruction set
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Load relative address: rd <- pc + imm
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Load immediate with 14-bit value
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Splat/merge: 24-bit value into two registers, 12 bits each, or four registers, 6 bits each.
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Branch if least significant bit is set.
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Branch, comparing to immediate. Can either be two immediates in the instruction, or make it a 48-bit instruction.
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Branch if equal / not equal to zero for doubleword registers, e.g. `beqz x01, target`.
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Multiply 12-bits
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Single-frame binary to decimal by chaining together the multiply/divide parts of different ALUs.
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String manipulation instructions:
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Truncate after first null character, e.g. doubleword "abcde\0fg" -> "abcde\0\0\0"
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Length of doubleword up to first null character, e.g. "abcde\0fg" -> 5
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Left-align / right-align strings.
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All cores can do 12-bit bitwise operations. 24-bit operations are done by two cores in sequence.
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# Registers
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Some registers can be read by any core, but only written to by a single core.
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This could be a separate `mv` instruction, so generally the desination operand is only three bits.
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# Memory
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No direct write ability, writes are only performed by the CPU core.
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3-tier memory: looping memory, L2 cache of several lines, L1 cache of e.g. two lines passed through the CPU pipeline.
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If a loop memory writeback is still in progress and the eviction of another line is requested, the memory controller can select the least recently used line which isn't dirty and evict that instead.
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# Branch prediction
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Split instructions into groups of 3/4.
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When a branch is taken, store the instruction group that is branched to along with the target address.
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E.g. a branch to address 15, where at address 15 there are instructions A, B, C, will store [15, A, B, C] into the branch prediction part of the instruction pipeline.
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Only every third core (or some other number) can perform branching. The branch prediction values only need to be passed to these cores.
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Other cores can still check for branching, but not actually execute it.
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Two predicted paths could be stored with prioritization. When the most recently taken one is taken, nothing happens. When the less recently taken one is taken, the two swap positions. When a new branch is taken, the less recently taken one is overwritten.
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# Specialization
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Only certain cores can perform certain actions, e.g. division, bitwise operations.
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Some registers are fast-read, slow-write. They only implement writing logic in an instruction that can be executed by certain cores, maybe once per frame. All other cores can read from them.
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B core: take branches
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A core: bitwise arithmetic
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M core: 24-bit multiplcation / division
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