Did they all move onto using Arm these days or is RISC-V gaining traction there too these days?
Did they all move onto using Arm these days or is RISC-V gaining traction there too these days?
https://gf.com/gf-press-release/globalfoundries-to-acquire-m...
Edit: the article starts with the above press release.
It spends substantial time on the Nintendo 64, but not much on the "Emotion Engine" of the Sony PS2 (which was a more advanced MIPS CPU).
https://en.wikipedia.org/wiki/Emotion_Engine
There was some design oddness that plagued early MIPS and SPARC that future architectures avoided.
https://www.jwhitham.org/2016/02/risc-instruction-sets-i-hav...
One place where everyone saw the work of MIPS was the original movie Jurassic Park, on an SGI Crimson.
microchip still has mips based pic32mz as well. i still use this in some automotive design
It appears to have been the Godson 3, perhaps the 4000 series.
https://en.wikipedia.org/wiki/Loongson#Godson_3_/_Loongson_3...
I wrote a Ghidra extension that can export relocatable object files. The MIPS analyzer for it is the hardest algorithmic challenge I've ever tackled, by far. The quirks of that architecture offer an endless supply of frustrating edge cases.
It uses split HI16/LO16 relocations because the earliest versions couldn't use literal pools due to a lack of PC-relative loads/stores, so figuring out pointers within the instruction stream require elaborate register dependency and code block graph traversal. Branch delay slots further scramble that instruction stream because compilers will attempt to stuff them with useful instructions. The System V ABI reference documentation for MIPS is woefully outdated and incomplete, with various extensions left undocumented.
The x86 analyzer in comparison is very straightforward. I haven't tried to add support for another RISC instruction set, but I struggle to think of one that would be even harder to deal with than MIPS (except SPARC, maybe).
It does delay slots by turning the PC into a two element queue so the behavior of JMP x/JMP y is well defined if mostly useless.
It also makes relatively heavy use of hi/lo splits for address constants with something like 21/11 bit splits being typical.
Also has a mechanism where most ALU instructions can conditionally trigger a skip of the next instruction based on the computed value.
And as more of a local concern that just adds friction to everything touching an instruction -- constants are sliced and shuffled into smaller bitfields within the instruction in a seemingly arbitrary way (only thing that makes sense is that the sign bit of signed constants is always in the same place in the instruction).
I suspect there is plateau coming in the foreseeable future, as all the most desirable spectrum is fully utilized by maturing chipset designs. Should that happen, cost reduction will become a higher priority.
I can see you haven't looked at RISC-V :-)
There are two reasons RISC-V shuffles constants:
1) to keep rs1, rs2, and rd fields in the same places in every instruction that has them. I can't think of any other ISA that does this consistently. The place it show up the most is in load and store instructions. In most ISAs the "same" format is used for both, except that the register field that is used for the data to be stored in a store is used for the place to put the loaded data in a load. RISC-V uses the normal rs1 and rs2 fields for store address and data, and rs1 and rd for load address and place to put the result.
2) to give a different range of constants for conditional branch and jump offsets, where odd offsets are not possible, so what is bit 0 in arithmetic instruction constants is instead used as a hi bit -- but not the sign bit but the next one, so that sign extension is always (as mentioned for PA-RISC) always from the same bit.
These two things do genuinely make small microcontroller class RISC-V CPUs smaller and faster than they would otherwise be.
The cost is it takes half a dozen lines of code in assemblers and disassemblers and JIT and emulators to encode or decode constants. Code that can be written once and put in a function and put in a library, so it's a (very small) one-time cost for programmers. No big deal. It also of course requires a few more instructions each time its run, but it doesn't have any significant effect even on interpretive emulators, let alone transpiling ones.