448 lines
18 KiB
C++
448 lines
18 KiB
C++
//===--------------------- ResourceManager.h --------------------*- C++ -*-===//
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//
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// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
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// See https://llvm.org/LICENSE.txt for license information.
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// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
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//
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//===----------------------------------------------------------------------===//
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/// \file
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///
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/// The classes here represent processor resource units and their management
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/// strategy. These classes are managed by the Scheduler.
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///
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//===----------------------------------------------------------------------===//
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#ifndef LLVM_MCA_RESOURCE_MANAGER_H
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#define LLVM_MCA_RESOURCE_MANAGER_H
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#include "llvm/ADT/DenseMap.h"
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#include "llvm/ADT/SmallVector.h"
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#include "llvm/MC/MCSchedule.h"
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#include "llvm/MCA/Instruction.h"
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#include "llvm/MCA/Support.h"
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namespace llvm {
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namespace mca {
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/// Used to notify the internal state of a processor resource.
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///
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/// A processor resource is available if it is not reserved, and there are
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/// available slots in the buffer. A processor resource is unavailable if it
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/// is either reserved, or the associated buffer is full. A processor resource
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/// with a buffer size of -1 is always available if it is not reserved.
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///
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/// Values of type ResourceStateEvent are returned by method
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/// ResourceManager::canBeDispatched()
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///
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/// The naming convention for resource state events is:
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/// * Event names start with prefix RS_
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/// * Prefix RS_ is followed by a string describing the actual resource state.
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enum ResourceStateEvent {
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RS_BUFFER_AVAILABLE,
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RS_BUFFER_UNAVAILABLE,
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RS_RESERVED
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};
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/// Resource allocation strategy used by hardware scheduler resources.
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class ResourceStrategy {
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ResourceStrategy(const ResourceStrategy &) = delete;
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ResourceStrategy &operator=(const ResourceStrategy &) = delete;
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public:
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ResourceStrategy() {}
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virtual ~ResourceStrategy();
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/// Selects a processor resource unit from a ReadyMask.
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virtual uint64_t select(uint64_t ReadyMask) = 0;
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/// Called by the ResourceManager when a processor resource group, or a
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/// processor resource with multiple units has become unavailable.
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///
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/// The default strategy uses this information to bias its selection logic.
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virtual void used(uint64_t ResourceMask) {}
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};
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/// Default resource allocation strategy used by processor resource groups and
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/// processor resources with multiple units.
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class DefaultResourceStrategy final : public ResourceStrategy {
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/// A Mask of resource unit identifiers.
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///
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/// There is one bit set for every available resource unit.
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/// It defaults to the value of field ResourceSizeMask in ResourceState.
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const uint64_t ResourceUnitMask;
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/// A simple round-robin selector for processor resource units.
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/// Each bit of this mask identifies a sub resource within a group.
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///
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/// As an example, lets assume that this is a default policy for a
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/// processor resource group composed by the following three units:
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/// ResourceA -- 0b001
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/// ResourceB -- 0b010
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/// ResourceC -- 0b100
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///
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/// Field NextInSequenceMask is used to select the next unit from the set of
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/// resource units. It defaults to the value of field `ResourceUnitMasks` (in
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/// this example, it defaults to mask '0b111').
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///
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/// The round-robin selector would firstly select 'ResourceC', then
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/// 'ResourceB', and eventually 'ResourceA'. When a resource R is used, the
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/// corresponding bit in NextInSequenceMask is cleared. For example, if
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/// 'ResourceC' is selected, then the new value of NextInSequenceMask becomes
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/// 0xb011.
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///
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/// When NextInSequenceMask becomes zero, it is automatically reset to the
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/// default value (i.e. ResourceUnitMask).
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uint64_t NextInSequenceMask;
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/// This field is used to track resource units that are used (i.e. selected)
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/// by other groups other than the one associated with this strategy object.
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///
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/// In LLVM processor resource groups are allowed to partially (or fully)
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/// overlap. That means, a same unit may be visible to multiple groups.
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/// This field keeps track of uses that have originated from outside of
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/// this group. The idea is to bias the selection strategy, so that resources
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/// that haven't been used by other groups get prioritized.
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///
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/// The end goal is to (try to) keep the resource distribution as much uniform
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/// as possible. By construction, this mask only tracks one-level of resource
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/// usage. Therefore, this strategy is expected to be less accurate when same
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/// units are used multiple times by other groups within a single round of
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/// select.
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///
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/// Note: an LRU selector would have a better accuracy at the cost of being
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/// slightly more expensive (mostly in terms of runtime cost). Methods
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/// 'select' and 'used', are always in the hot execution path of llvm-mca.
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/// Therefore, a slow implementation of 'select' would have a negative impact
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/// on the overall performance of the tool.
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uint64_t RemovedFromNextInSequence;
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public:
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DefaultResourceStrategy(uint64_t UnitMask)
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: ResourceStrategy(), ResourceUnitMask(UnitMask),
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NextInSequenceMask(UnitMask), RemovedFromNextInSequence(0) {}
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virtual ~DefaultResourceStrategy() = default;
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uint64_t select(uint64_t ReadyMask) override;
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void used(uint64_t Mask) override;
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};
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/// A processor resource descriptor.
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///
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/// There is an instance of this class for every processor resource defined by
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/// the machine scheduling model.
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/// Objects of class ResourceState dynamically track the usage of processor
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/// resource units.
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class ResourceState {
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/// An index to the MCProcResourceDesc entry in the processor model.
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const unsigned ProcResourceDescIndex;
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/// A resource mask. This is generated by the tool with the help of
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/// function `mca::computeProcResourceMasks' (see Support.h).
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///
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/// Field ResourceMask only has one bit set if this resource state describes a
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/// processor resource unit (i.e. this is not a group). That means, we can
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/// quickly check if a resource is a group by simply counting the number of
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/// bits that are set in the mask.
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///
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/// The most significant bit of a mask (MSB) uniquely identifies a resource.
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/// Remaining bits are used to describe the composition of a group (Group).
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///
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/// Example (little endian):
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/// Resource | Mask | MSB | Group
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/// ---------+------------+------------+------------
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/// A | 0b000001 | 0b000001 | 0b000000
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/// | | |
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/// B | 0b000010 | 0b000010 | 0b000000
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/// | | |
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/// C | 0b010000 | 0b010000 | 0b000000
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/// | | |
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/// D | 0b110010 | 0b100000 | 0b010010
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///
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/// In this example, resources A, B and C are processor resource units.
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/// Only resource D is a group resource, and it contains resources B and C.
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/// That is because MSB(B) and MSB(C) are both contained within Group(D).
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const uint64_t ResourceMask;
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/// A ProcResource can have multiple units.
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///
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/// For processor resource groups this field is a mask of contained resource
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/// units. It is obtained from ResourceMask by clearing the highest set bit.
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/// The number of resource units in a group can be simply computed as the
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/// population count of this field.
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///
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/// For normal (i.e. non-group) resources, the number of bits set in this mask
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/// is equivalent to the number of units declared by the processor model (see
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/// field 'NumUnits' in 'ProcResourceUnits').
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uint64_t ResourceSizeMask;
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/// A mask of ready units.
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uint64_t ReadyMask;
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/// Buffered resources will have this field set to a positive number different
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/// than zero. A buffered resource behaves like a reservation station
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/// implementing its own buffer for out-of-order execution.
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///
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/// A BufferSize of 1 is used by scheduler resources that force in-order
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/// execution.
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///
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/// A BufferSize of 0 is used to model in-order issue/dispatch resources.
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/// Since in-order issue/dispatch resources don't implement buffers, dispatch
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/// events coincide with issue events.
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/// Also, no other instruction ca be dispatched/issue while this resource is
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/// in use. Only when all the "resource cycles" are consumed (after the issue
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/// event), a new instruction ca be dispatched.
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const int BufferSize;
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/// Available slots in the buffer (zero, if this is not a buffered resource).
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unsigned AvailableSlots;
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/// This field is set if this resource is currently reserved.
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///
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/// Resources can be reserved for a number of cycles.
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/// Instructions can still be dispatched to reserved resources. However,
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/// istructions dispatched to a reserved resource cannot be issued to the
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/// underlying units (i.e. pipelines) until the resource is released.
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bool Unavailable;
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const bool IsAGroup;
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/// Checks for the availability of unit 'SubResMask' in the group.
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bool isSubResourceReady(uint64_t SubResMask) const {
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return ReadyMask & SubResMask;
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}
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public:
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ResourceState(const MCProcResourceDesc &Desc, unsigned Index, uint64_t Mask);
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unsigned getProcResourceID() const { return ProcResourceDescIndex; }
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uint64_t getResourceMask() const { return ResourceMask; }
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uint64_t getReadyMask() const { return ReadyMask; }
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int getBufferSize() const { return BufferSize; }
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bool isBuffered() const { return BufferSize > 0; }
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bool isInOrder() const { return BufferSize == 1; }
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/// Returns true if this is an in-order dispatch/issue resource.
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bool isADispatchHazard() const { return BufferSize == 0; }
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bool isReserved() const { return Unavailable; }
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void setReserved() { Unavailable = true; }
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void clearReserved() { Unavailable = false; }
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/// Returs true if this resource is not reserved, and if there are at least
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/// `NumUnits` available units.
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bool isReady(unsigned NumUnits = 1) const;
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bool isAResourceGroup() const { return IsAGroup; }
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bool containsResource(uint64_t ID) const { return ResourceMask & ID; }
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void markSubResourceAsUsed(uint64_t ID) {
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assert(isSubResourceReady(ID));
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ReadyMask ^= ID;
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}
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void releaseSubResource(uint64_t ID) {
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assert(!isSubResourceReady(ID));
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ReadyMask ^= ID;
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}
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unsigned getNumUnits() const {
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return isAResourceGroup() ? 1U : countPopulation(ResourceSizeMask);
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}
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/// Checks if there is an available slot in the resource buffer.
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///
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/// Returns RS_BUFFER_AVAILABLE if this is not a buffered resource, or if
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/// there is a slot available.
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///
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/// Returns RS_RESERVED if this buffered resource is a dispatch hazard, and it
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/// is reserved.
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///
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/// Returns RS_BUFFER_UNAVAILABLE if there are no available slots.
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ResourceStateEvent isBufferAvailable() const;
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/// Reserve a buffer slot.
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///
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/// Returns true if the buffer is not full.
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/// It always returns true if BufferSize is set to zero.
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bool reserveBuffer() {
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if (BufferSize <= 0)
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return true;
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--AvailableSlots;
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assert(AvailableSlots <= static_cast<unsigned>(BufferSize));
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return AvailableSlots;
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}
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/// Releases a slot in the buffer.
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void releaseBuffer() {
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// Ignore dispatch hazards or invalid buffer sizes.
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if (BufferSize <= 0)
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return;
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++AvailableSlots;
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assert(AvailableSlots <= static_cast<unsigned>(BufferSize));
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}
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#ifndef NDEBUG
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void dump() const;
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#endif
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};
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/// A resource unit identifier.
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///
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/// This is used to identify a specific processor resource unit using a pair
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/// of indices where the 'first' index is a processor resource mask, and the
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/// 'second' index is an index for a "sub-resource" (i.e. unit).
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typedef std::pair<uint64_t, uint64_t> ResourceRef;
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// First: a MCProcResourceDesc index identifying a buffered resource.
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// Second: max number of buffer entries used in this resource.
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typedef std::pair<unsigned, unsigned> BufferUsageEntry;
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/// A resource manager for processor resource units and groups.
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///
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/// This class owns all the ResourceState objects, and it is responsible for
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/// acting on requests from a Scheduler by updating the internal state of
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/// ResourceState objects.
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/// This class doesn't know about instruction itineraries and functional units.
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/// In future, it can be extended to support itineraries too through the same
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/// public interface.
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class ResourceManager {
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// Set of resources available on the subtarget.
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//
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// There is an instance of ResourceState for every resource declared by the
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// target scheduling model.
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//
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// Elements of this vector are ordered by resource kind. In particular,
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// resource units take precedence over resource groups.
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//
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// The index of a processor resource in this vector depends on the value of
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// its mask (see the description of field ResourceState::ResourceMask). In
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// particular, it is computed as the position of the most significant bit set
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// (MSB) in the mask plus one (since we want to ignore the invalid resource
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// descriptor at index zero).
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//
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// Example (little endian):
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//
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// Resource | Mask | MSB | Index
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// ---------+---------+---------+-------
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// A | 0b00001 | 0b00001 | 1
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// | | |
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// B | 0b00100 | 0b00100 | 3
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// | | |
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// C | 0b10010 | 0b10000 | 5
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//
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//
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// The same index is also used to address elements within vector `Strategies`
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// and vector `Resource2Groups`.
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std::vector<std::unique_ptr<ResourceState>> Resources;
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std::vector<std::unique_ptr<ResourceStrategy>> Strategies;
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// Used to quickly identify groups that own a particular resource unit.
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std::vector<uint64_t> Resource2Groups;
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// A table that maps processor resource IDs to processor resource masks.
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SmallVector<uint64_t, 8> ProcResID2Mask;
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// A table that maps resource indices to actual processor resource IDs in the
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// scheduling model.
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SmallVector<unsigned, 8> ResIndex2ProcResID;
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// Keeps track of which resources are busy, and how many cycles are left
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// before those become usable again.
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SmallDenseMap<ResourceRef, unsigned> BusyResources;
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// Set of processor resource units available on the target.
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uint64_t ProcResUnitMask;
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// Set of processor resource units that are available during this cycle.
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uint64_t AvailableProcResUnits;
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// Set of processor resources that are currently reserved.
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uint64_t ReservedResourceGroups;
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// Set of unavailable scheduler buffer resources. This is used internally to
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// speedup `canBeDispatched()` queries.
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uint64_t AvailableBuffers;
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// Set of dispatch hazard buffer resources that are currently unavailable.
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uint64_t ReservedBuffers;
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// Returns the actual resource unit that will be used.
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ResourceRef selectPipe(uint64_t ResourceID);
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void use(const ResourceRef &RR);
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void release(const ResourceRef &RR);
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unsigned getNumUnits(uint64_t ResourceID) const;
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// Overrides the selection strategy for the processor resource with the given
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// mask.
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void setCustomStrategyImpl(std::unique_ptr<ResourceStrategy> S,
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uint64_t ResourceMask);
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public:
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ResourceManager(const MCSchedModel &SM);
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virtual ~ResourceManager() = default;
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// Overrides the selection strategy for the resource at index ResourceID in
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// the MCProcResourceDesc table.
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void setCustomStrategy(std::unique_ptr<ResourceStrategy> S,
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unsigned ResourceID) {
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assert(ResourceID < ProcResID2Mask.size() &&
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"Invalid resource index in input!");
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return setCustomStrategyImpl(std::move(S), ProcResID2Mask[ResourceID]);
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}
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// Returns RS_BUFFER_AVAILABLE if buffered resources are not reserved, and if
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// there are enough available slots in the buffers.
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ResourceStateEvent canBeDispatched(uint64_t ConsumedBuffers) const;
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// Return the processor resource identifier associated to this Mask.
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unsigned resolveResourceMask(uint64_t Mask) const;
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// Acquires a slot from every buffered resource in mask `ConsumedBuffers`.
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// Units that are dispatch hazards (i.e. BufferSize=0) are marked as reserved.
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void reserveBuffers(uint64_t ConsumedBuffers);
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// Releases a slot from every buffered resource in mask `ConsumedBuffers`.
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// ConsumedBuffers is a bitmask of previously acquired buffers (using method
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// `reserveBuffers`). Units that are dispatch hazards (i.e. BufferSize=0) are
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// not automatically unreserved by this method.
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void releaseBuffers(uint64_t ConsumedBuffers);
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// Reserve a processor resource. A reserved resource is not available for
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// instruction issue until it is released.
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void reserveResource(uint64_t ResourceID);
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// Release a previously reserved processor resource.
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void releaseResource(uint64_t ResourceID);
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// Returns a zero mask if resources requested by Desc are all available during
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// this cycle. It returns a non-zero mask value only if there are unavailable
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// processor resources; each bit set in the mask represents a busy processor
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// resource unit or a reserved processor resource group.
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uint64_t checkAvailability(const InstrDesc &Desc) const;
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uint64_t getProcResUnitMask() const { return ProcResUnitMask; }
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uint64_t getAvailableProcResUnits() const { return AvailableProcResUnits; }
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void issueInstruction(
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const InstrDesc &Desc,
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SmallVectorImpl<std::pair<ResourceRef, ResourceCycles>> &Pipes);
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void cycleEvent(SmallVectorImpl<ResourceRef> &ResourcesFreed);
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#ifndef NDEBUG
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void dump() const {
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for (const std::unique_ptr<ResourceState> &Resource : Resources)
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Resource->dump();
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}
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#endif
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};
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} // namespace mca
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} // namespace llvm
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#endif // LLVM_MCA_RESOURCE_MANAGER_H
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