llvm-project/llvm/tools/llvm-mca/Scheduler.h

491 lines
19 KiB
C++

//===--------------------- Scheduler.h ------------------------*- C++ -*-===//
//
// The LLVM Compiler Infrastructure
//
// This file is distributed under the University of Illinois Open Source
// License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
/// \file
///
/// A scheduler for Processor Resource Units and Processor Resource Groups.
///
//===----------------------------------------------------------------------===//
#ifndef LLVM_TOOLS_LLVM_MCA_SCHEDULER_H
#define LLVM_TOOLS_LLVM_MCA_SCHEDULER_H
#include "Instruction.h"
#include "LSUnit.h"
#include "llvm/ADT/DenseMap.h"
#include "llvm/MC/MCSubtargetInfo.h"
#include <map>
namespace mca {
class Backend;
class DispatchUnit;
/// Used to notify the internal state of a processor resource.
///
/// A processor resource is available if it is not reserved, and there are
/// available slots in the buffer. A processor resource is unavailable if it
/// is either reserved, or the associated buffer is full. A processor resource
/// with a buffer size of -1 is always available if it is not reserved.
///
/// Values of type ResourceStateEvent are returned by method
/// ResourceState::isBufferAvailable(), which is used to query the internal
/// state of a resource.
///
/// The naming convention for resource state events is:
/// * Event names start with prefix RS_
/// * Prefix RS_ is followed by a string describing the actual resource state.
enum ResourceStateEvent {
RS_BUFFER_AVAILABLE,
RS_BUFFER_UNAVAILABLE,
RS_RESERVED
};
/// A descriptor for processor resources.
///
/// Each object of class ResourceState is associated to a specific processor
/// resource. There is an instance of this class for every processor resource
/// defined by the scheduling model.
/// A ResourceState dynamically tracks the availability of units of a processor
/// resource. For example, the ResourceState of a ProcResGroup tracks the
/// availability of resource units which are part of the group.
///
/// Internally, ResourceState uses a round-robin selector to identify
/// which unit of the group shall be used next.
class ResourceState {
// Index to the MCProcResourceDesc in the processor Model.
unsigned ProcResourceDescIndex;
// A resource mask. This is generated by the tool with the help of
// function `mca::createProcResourceMasks' (see Support.h).
uint64_t ResourceMask;
// A ProcResource can specify a number of units. For the purpose of dynamic
// scheduling, a processor resource with more than one unit behaves like a
// group. This field has one bit set for every unit/resource that is part of
// the group.
// For groups, this field defaults to 'ResourceMask'. For non-group
// resources, the number of bits set in this mask is equivalent to the
// number of units (i.e. field 'NumUnits' in 'ProcResourceUnits').
uint64_t ResourceSizeMask;
// A simple round-robin selector for processor resources.
// Each bit of the mask identifies a sub resource within this group.
//
// As an example, lets assume that this ResourceState describes a
// processor resource group composed of the following three units:
// ResourceA -- 0b001
// ResourceB -- 0b010
// ResourceC -- 0b100
//
// Each unit is identified by a ResourceMask which always contains a
// single bit set. Field NextInSequenceMask is initially set to value
// 0xb111. That value is obtained by OR'ing the resource masks of
// processor resource that are part of the group.
//
// NextInSequenceMask -- 0b111
//
// Field NextInSequenceMask is used by the resource manager (i.e.
// an object of class ResourceManager) to select the "next available resource"
// from the set. The algorithm would prioritize resources with a bigger
// ResourceMask value.
//
// In this example, there are three resources in the set, and 'ResourceC'
// has the highest mask value. The round-robin selector would firstly select
// 'ResourceC', then 'ResourceB', and eventually 'ResourceA'.
//
// When a resource R is used, its corresponding bit is cleared from the set.
//
// Back to the example:
// If 'ResourceC' is selected, then the new value of NextInSequenceMask
// becomes 0xb011.
//
// When NextInSequenceMask becomes zero, it is reset to its original value
// (in this example, that value would be 0b111).
uint64_t NextInSequenceMask;
// Some instructions can only be issued on very specific pipeline resources.
// For those instructions, we know exactly which resource would be consumed
// without having to dynamically select it using field 'NextInSequenceMask'.
//
// The resource mask bit associated to the (statically) selected
// processor resource is still cleared from the 'NextInSequenceMask'.
// If that bit was already zero in NextInSequenceMask, then we update
// mask 'RemovedFromNextInSequence'.
//
// When NextInSequenceMask is reset back to its initial value, the algorithm
// removes any bits which are set in RemoveFromNextInSequence.
uint64_t RemovedFromNextInSequence;
// A mask of ready units.
uint64_t ReadyMask;
// Buffered resources will have this field set to a positive number bigger
// than 0. A buffered resource behaves like a separate reservation station
// implementing its own buffer for out-of-order execution.
// A buffer of 1 is for units that force in-order execution.
// A value of 0 is treated specially. In particular, a resource with
// A BufferSize = 0 is for an in-order issue/dispatch resource.
// That means, this resource is reserved starting from the dispatch event,
// until all the "resource cycles" are consumed after the issue event.
// While this resource is reserved, no other instruction may be dispatched.
int BufferSize;
// Available slots in the buffer (zero, if this is not a buffered resource).
unsigned AvailableSlots;
// True if this is resource is currently unavailable.
// An instruction may "reserve" a resource for a number of cycles.
// During those cycles, the reserved resource cannot be used for other
// instructions, even if the ReadyMask is set.
bool Unavailable;
bool isSubResourceReady(uint64_t ID) const { return ReadyMask & ID; }
/// Returns the mask identifier of the next available resource in the set.
uint64_t getNextInSequence() const {
assert(NextInSequenceMask);
return llvm::PowerOf2Floor(NextInSequenceMask);
}
/// Returns the mask of the next available resource within the set,
/// and updates the resource selector.
void updateNextInSequence() {
NextInSequenceMask ^= getNextInSequence();
if (!NextInSequenceMask)
NextInSequenceMask = ResourceSizeMask;
}
uint64_t computeResourceSizeMaskForGroup(uint64_t ResourceMask) {
assert(llvm::countPopulation(ResourceMask) > 1);
return ResourceMask ^ llvm::PowerOf2Floor(ResourceMask);
}
public:
ResourceState(const llvm::MCProcResourceDesc &Desc, unsigned Index,
uint64_t Mask)
: ProcResourceDescIndex(Index), ResourceMask(Mask) {
bool IsAGroup = llvm::countPopulation(ResourceMask) > 1;
ResourceSizeMask = IsAGroup ? computeResourceSizeMaskForGroup(ResourceMask)
: ((1ULL << Desc.NumUnits) - 1);
NextInSequenceMask = ResourceSizeMask;
RemovedFromNextInSequence = 0;
ReadyMask = ResourceSizeMask;
BufferSize = Desc.BufferSize;
AvailableSlots = BufferSize == -1 ? 0U : static_cast<unsigned>(BufferSize);
Unavailable = false;
}
unsigned getProcResourceID() const { return ProcResourceDescIndex; }
uint64_t getResourceMask() const { return ResourceMask; }
int getBufferSize() const { return BufferSize; }
bool isBuffered() const { return BufferSize > 0; }
bool isInOrder() const { return BufferSize == 1; }
bool isADispatchHazard() const { return BufferSize == 0; }
bool isReserved() const { return Unavailable; }
void setReserved() { Unavailable = true; }
void clearReserved() { Unavailable = false; }
// A resource is ready if it is not reserved, and if there are enough
// available units.
// If a resource is also a dispatch hazard, then we don't check if
// it is reserved because that check would always return true.
// A resource marked as "dispatch hazard" is always reserved at
// dispatch time. When this method is called, the assumption is that
// the user of this resource has been already dispatched.
bool isReady(unsigned NumUnits = 1) const {
return (!isReserved() || isADispatchHazard()) &&
llvm::countPopulation(ReadyMask) >= NumUnits;
}
bool isAResourceGroup() const {
return llvm::countPopulation(ResourceMask) > 1;
}
bool containsResource(uint64_t ID) const { return ResourceMask & ID; }
void markSubResourceAsUsed(uint64_t ID) {
assert(isSubResourceReady(ID));
ReadyMask ^= ID;
}
void releaseSubResource(uint64_t ID) {
assert(!isSubResourceReady(ID));
ReadyMask ^= ID;
}
unsigned getNumUnits() const {
return isAResourceGroup() ? 1U : llvm::countPopulation(ResourceSizeMask);
}
uint64_t selectNextInSequence();
void removeFromNextInSequence(uint64_t ID);
ResourceStateEvent isBufferAvailable() const {
if (isADispatchHazard() && isReserved())
return RS_RESERVED;
if (!isBuffered() || AvailableSlots)
return RS_BUFFER_AVAILABLE;
return RS_BUFFER_UNAVAILABLE;
}
void reserveBuffer() {
if (AvailableSlots)
AvailableSlots--;
}
void releaseBuffer() {
if (BufferSize > 0)
AvailableSlots++;
assert(AvailableSlots <= static_cast<unsigned>(BufferSize));
}
#ifndef NDEBUG
void dump() const;
#endif
};
/// A resource unit identifier.
///
/// This is used to identify a specific processor resource unit using a pair
/// of indices where the 'first' index is a processor resource mask, and the
/// 'second' index is an index for a "sub-resource" (i.e. unit).
typedef std::pair<uint64_t, uint64_t> ResourceRef;
// First: a MCProcResourceDesc index identifying a buffered resource.
// Second: max number of buffer entries used in this resource.
typedef std::pair<unsigned, unsigned> BufferUsageEntry;
/// A resource manager for processor resource units and groups.
///
/// This class owns all the ResourceState objects, and it is responsible for
/// acting on requests from a Scheduler by updating the internal state of
/// ResourceState objects.
/// This class doesn't know about instruction itineraries and functional units.
/// In future, it can be extended to support itineraries too through the same
/// public interface.
class ResourceManager {
// The resource manager owns all the ResourceState.
using UniqueResourceState = std::unique_ptr<ResourceState>;
llvm::SmallDenseMap<uint64_t, UniqueResourceState> Resources;
// Keeps track of which resources are busy, and how many cycles are left
// before those become usable again.
llvm::SmallDenseMap<ResourceRef, unsigned> BusyResources;
// A table to map processor resource IDs to processor resource masks.
llvm::SmallVector<uint64_t, 8> ProcResID2Mask;
// Adds a new resource state in Resources, as well as a new descriptor in
// ResourceDescriptor.
void addResource(const llvm::MCProcResourceDesc &Desc, unsigned Index,
uint64_t Mask);
// Populate resource descriptors.
void initialize(const llvm::MCSchedModel &SM);
// Returns the actual resource unit that will be used.
ResourceRef selectPipe(uint64_t ResourceID);
void use(ResourceRef RR);
void release(ResourceRef RR);
unsigned getNumUnits(uint64_t ResourceID) const {
assert(Resources.find(ResourceID) != Resources.end());
return Resources.find(ResourceID)->getSecond()->getNumUnits();
}
// Reserve a specific Resource kind.
void reserveBuffer(uint64_t ResourceID) {
assert(isBufferAvailable(ResourceID) ==
ResourceStateEvent::RS_BUFFER_AVAILABLE);
ResourceState &Resource = *Resources[ResourceID];
Resource.reserveBuffer();
}
void releaseBuffer(uint64_t ResourceID) {
Resources[ResourceID]->releaseBuffer();
}
ResourceStateEvent isBufferAvailable(uint64_t ResourceID) const {
const ResourceState &Resource = *Resources.find(ResourceID)->second;
return Resource.isBufferAvailable();
}
bool isReady(uint64_t ResourceID, unsigned NumUnits) const {
const ResourceState &Resource = *Resources.find(ResourceID)->second;
return Resource.isReady(NumUnits);
}
public:
ResourceManager(const llvm::MCSchedModel &SM)
: ProcResID2Mask(SM.getNumProcResourceKinds()) {
initialize(SM);
}
// Returns RS_BUFFER_AVAILABLE if buffered resources are not reserved, and if
// there are enough available slots in the buffers.
ResourceStateEvent canBeDispatched(llvm::ArrayRef<uint64_t> Buffers) const;
// Return the processor resource identifier associated to this Mask.
unsigned resolveResourceMask(uint64_t Mask) const {
return Resources.find(Mask)->second->getProcResourceID();
}
// Consume a slot in every buffered resource from array 'Buffers'. Resource
// units that are dispatch hazards (i.e. BufferSize=0) are marked as reserved.
void reserveBuffers(llvm::ArrayRef<uint64_t> Buffers);
// Release buffer entries previously allocated by method reserveBuffers.
void releaseBuffers(llvm::ArrayRef<uint64_t> Buffers);
void reserveResource(uint64_t ResourceID) {
ResourceState &Resource = *Resources[ResourceID];
assert(!Resource.isReserved());
Resource.setReserved();
}
void releaseResource(uint64_t ResourceID) {
ResourceState &Resource = *Resources[ResourceID];
Resource.clearReserved();
}
// Returns true if all resources are in-order, and there is at least one
// resource which is a dispatch hazard (BufferSize = 0).
bool mustIssueImmediately(const InstrDesc &Desc);
bool canBeIssued(const InstrDesc &Desc) const;
void issueInstruction(
const InstrDesc &Desc,
llvm::SmallVectorImpl<std::pair<ResourceRef, double>> &Pipes);
void cycleEvent(llvm::SmallVectorImpl<ResourceRef> &ResourcesFreed);
#ifndef NDEBUG
void dump() const {
for (const std::pair<uint64_t, UniqueResourceState> &Resource : Resources)
Resource.second->dump();
}
#endif
}; // namespace mca
/// Class Scheduler is responsible for issuing instructions to pipeline
/// resources. Internally, it delegates to a ResourceManager the management of
/// processor resources.
/// This class is also responsible for tracking the progress of instructions
/// from the dispatch stage, until the write-back stage.
///
/// An nstruction dispatched to the Scheduler is initially placed into either
/// the 'WaitQueue' or the 'ReadyQueue' depending on the availability of the
/// input operands. Instructions in the WaitQueue are ordered by instruction
/// index. An instruction is moved from the WaitQueue to the ReadyQueue when
/// register operands become available, and all memory dependencies are met.
/// Instructions that are moved from the WaitQueue to the ReadyQueue transition
/// from state 'IS_AVAILABLE' to state 'IS_READY'.
///
/// At the beginning of each cycle, the Scheduler checks if there are
/// instructions in the WaitQueue that can be moved to the ReadyQueue. If the
/// ReadyQueue is not empty, then older instructions from the queue are issued
/// to the processor pipelines, and the underlying ResourceManager is updated
/// accordingly. The ReadyQueue is ordered by instruction index to guarantee
/// that the first instructions in the set are also the oldest.
///
/// An Instruction is moved from the ReadyQueue the `IssuedQueue` when it is
/// issued to a (one or more) pipeline(s). This event also causes an instruction
/// state transition (i.e. from state IS_READY, to state IS_EXECUTING).
/// An Instruction leaves the IssuedQueue when it reaches the write-back stage.
class Scheduler {
const llvm::MCSchedModel &SM;
// Hardware resources that are managed by this scheduler.
std::unique_ptr<ResourceManager> Resources;
std::unique_ptr<LSUnit> LSU;
// The Backend gets notified when instructions are ready/issued/executed.
Backend *const Owner;
// The dispatch unit gets notified when instructions are executed.
DispatchUnit *DU;
using QueueEntryTy = std::pair<unsigned, Instruction *>;
std::map<unsigned, Instruction *> WaitQueue;
std::map<unsigned, Instruction *> ReadyQueue;
std::map<unsigned, Instruction *> IssuedQueue;
void
notifyInstructionIssued(const InstRef &IR,
llvm::ArrayRef<std::pair<ResourceRef, double>> Used);
void notifyInstructionExecuted(const InstRef &IR);
void notifyInstructionReady(const InstRef &IR);
void notifyResourceAvailable(const ResourceRef &RR);
// Notify the Backend that buffered resources were consumed.
void notifyReservedBuffers(llvm::ArrayRef<uint64_t> Buffers);
// Notify the Backend that buffered resources were freed.
void notifyReleasedBuffers(llvm::ArrayRef<uint64_t> Buffers);
/// Select the next instruction to issue from the ReadyQueue.
/// This method gives priority to older instructions.
InstRef select();
/// Move instructions from the WaitQueue to the ReadyQueue if input operands
/// are all available.
void promoteToReadyQueue(llvm::SmallVectorImpl<InstRef> &Ready);
/// Issue an instruction without updating the ready queue.
void issueInstructionImpl(
InstRef &IR,
llvm::SmallVectorImpl<std::pair<ResourceRef, double>> &Pipes);
void updatePendingQueue(llvm::SmallVectorImpl<InstRef> &Ready);
void updateIssuedQueue(llvm::SmallVectorImpl<InstRef> &Executed);
public:
Scheduler(Backend *B, const llvm::MCSchedModel &Model, unsigned LoadQueueSize,
unsigned StoreQueueSize, bool AssumeNoAlias)
: SM(Model), Resources(llvm::make_unique<ResourceManager>(SM)),
LSU(llvm::make_unique<LSUnit>(LoadQueueSize, StoreQueueSize,
AssumeNoAlias)),
Owner(B) {}
void setDispatchUnit(DispatchUnit *DispUnit) { DU = DispUnit; }
/// Check if the instruction in 'IR' can be dispatched.
///
/// The DispatchUnit is responsible for querying the Scheduler before
/// dispatching new instructions. Queries are performed through method
/// `Scheduler::CanBeDispatched`. If scheduling resources are available,
/// and the instruction can be dispatched, then this method returns true.
/// Otherwise, a generic HWStallEvent is notified to the listeners.
bool canBeDispatched(const InstRef &IR) const;
void scheduleInstruction(InstRef &IR);
/// Issue an instruction.
void issueInstruction(InstRef &IR);
/// Reserve one entry in each buffered resource.
void reserveBuffers(llvm::ArrayRef<uint64_t> Buffers) {
Resources->reserveBuffers(Buffers);
}
/// Release buffer entries previously allocated by method reserveBuffers.
void releaseBuffers(llvm::ArrayRef<uint64_t> Buffers) {
Resources->releaseBuffers(Buffers);
}
void cycleEvent();
#ifndef NDEBUG
void dump() const;
#endif
};
} // Namespace mca
#endif