/* * Copyright (c) 2004-2005 The Regents of The University of Michigan * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer; * redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution; * neither the name of the copyright holders nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #include "cpu/o3/rename_map.hh" using namespace std; // Todo: Consider making functions inline. Avoid having things that are // using the zero register or misc registers from adding on the registers // to the free list. Possibly remove the direct communication between // this and the freelist. Considering making inline bool functions that // determine if the register is a logical int, logical fp, physical int, // physical fp, etc. SimpleRenameMap::SimpleRenameMap(unsigned _numLogicalIntRegs, unsigned _numPhysicalIntRegs, unsigned _numLogicalFloatRegs, unsigned _numPhysicalFloatRegs, unsigned _numMiscRegs, RegIndex _intZeroReg, RegIndex _floatZeroReg) : numLogicalIntRegs(_numLogicalIntRegs), numPhysicalIntRegs(_numPhysicalIntRegs), numLogicalFloatRegs(_numLogicalFloatRegs), numPhysicalFloatRegs(_numPhysicalFloatRegs), numMiscRegs(_numMiscRegs), intZeroReg(_intZeroReg), floatZeroReg(_floatZeroReg) { DPRINTF(Rename, "Rename: Creating rename map. Phys: %i / %i, Float: " "%i / %i.\n", numLogicalIntRegs, numPhysicalIntRegs, numLogicalFloatRegs, numPhysicalFloatRegs); numLogicalRegs = numLogicalIntRegs + numLogicalFloatRegs; numPhysicalRegs = numPhysicalIntRegs + numPhysicalFloatRegs; //Create the rename maps, and their scoreboards. intRenameMap = new RenameEntry[numLogicalIntRegs]; floatRenameMap = new RenameEntry[numLogicalRegs]; // Should combine this into one scoreboard. intScoreboard.resize(numPhysicalIntRegs); floatScoreboard.resize(numPhysicalRegs); miscScoreboard.resize(numPhysicalRegs + numMiscRegs); // Initialize the entries in the integer rename map to point to the // physical registers of the same index, and consider each register // ready until the first rename occurs. for (RegIndex index = 0; index < numLogicalIntRegs; ++index) { intRenameMap[index].physical_reg = index; intScoreboard[index] = 1; } // Initialize the rest of the physical registers (the ones that don't // directly map to a logical register) as unready. for (PhysRegIndex index = numLogicalIntRegs; index < numPhysicalIntRegs; ++index) { intScoreboard[index] = 0; } int float_reg_idx = numPhysicalIntRegs; // Initialize the entries in the floating point rename map to point to // the physical registers of the same index, and consider each register // ready until the first rename occurs. // Although the index refers purely to architected registers, because // the floating reg indices come after the integer reg indices, they // may exceed the size of a normal RegIndex (short). for (PhysRegIndex index = numLogicalIntRegs; index < numLogicalRegs; ++index) { floatRenameMap[index].physical_reg = float_reg_idx++; } for (PhysRegIndex index = numPhysicalIntRegs; index < numPhysicalIntRegs + numLogicalFloatRegs; ++index) { floatScoreboard[index] = 1; } // Initialize the rest of the physical registers (the ones that don't // directly map to a logical register) as unready. for (PhysRegIndex index = numPhysicalIntRegs + numLogicalFloatRegs; index < numPhysicalRegs; ++index) { floatScoreboard[index] = 0; } // Initialize the entries in the misc register scoreboard to be ready. for (PhysRegIndex index = numPhysicalRegs; index < numPhysicalRegs + numMiscRegs; ++index) { miscScoreboard[index] = 1; } } SimpleRenameMap::~SimpleRenameMap() { // Delete the rename maps as they were allocated with new. delete [] intRenameMap; delete [] floatRenameMap; } void SimpleRenameMap::setFreeList(SimpleFreeList *fl_ptr) { //Setup the interface to the freelist. freeList = fl_ptr; } // Don't allow this stage to fault; force that check to the rename stage. // Simply ask to rename a logical register and get back a new physical // register index. SimpleRenameMap::RenameInfo SimpleRenameMap::rename(RegIndex arch_reg) { PhysRegIndex renamed_reg; PhysRegIndex prev_reg; if (arch_reg < numLogicalIntRegs) { // Record the current physical register that is renamed to the // requested architected register. prev_reg = intRenameMap[arch_reg].physical_reg; // If it's not referencing the zero register, then mark the register // as not ready. if (arch_reg != intZeroReg) { // Get a free physical register to rename to. renamed_reg = freeList->getIntReg(); // Update the integer rename map. intRenameMap[arch_reg].physical_reg = renamed_reg; assert(renamed_reg >= 0 && renamed_reg < numPhysicalIntRegs); // Mark register as not ready. intScoreboard[renamed_reg] = false; } else { // Otherwise return the zero register so nothing bad happens. renamed_reg = intZeroReg; } } else if (arch_reg < numLogicalRegs) { // Subtract off the base offset for floating point registers. // arch_reg = arch_reg - numLogicalIntRegs; // Record the current physical register that is renamed to the // requested architected register. prev_reg = floatRenameMap[arch_reg].physical_reg; // If it's not referencing the zero register, then mark the register // as not ready. if (arch_reg != floatZeroReg) { // Get a free floating point register to rename to. renamed_reg = freeList->getFloatReg(); // Update the floating point rename map. floatRenameMap[arch_reg].physical_reg = renamed_reg; assert(renamed_reg < numPhysicalRegs && renamed_reg >= numPhysicalIntRegs); // Mark register as not ready. floatScoreboard[renamed_reg] = false; } else { // Otherwise return the zero register so nothing bad happens. renamed_reg = floatZeroReg; } } else { // Subtract off the base offset for miscellaneous registers. arch_reg = arch_reg - numLogicalRegs; // No renaming happens to the misc. registers. They are simply the // registers that come after all the physical registers; thus // take the base architected register and add the physical registers // to it. renamed_reg = arch_reg + numPhysicalRegs; // Set the previous register to the same register; mainly it must be // known that the prev reg was outside the range of normal registers // so the free list can avoid adding it. prev_reg = renamed_reg; assert(renamed_reg < numPhysicalRegs + numMiscRegs); miscScoreboard[renamed_reg] = false; } return RenameInfo(renamed_reg, prev_reg); } //Perhaps give this a pair as a return value, of the physical register //and whether or not it's ready. PhysRegIndex SimpleRenameMap::lookup(RegIndex arch_reg) { if (arch_reg < numLogicalIntRegs) { return intRenameMap[arch_reg].physical_reg; } else if (arch_reg < numLogicalRegs) { // Subtract off the base FP offset. // arch_reg = arch_reg - numLogicalIntRegs; return floatRenameMap[arch_reg].physical_reg; } else { // Subtract off the misc registers offset. arch_reg = arch_reg - numLogicalRegs; // Misc. regs don't rename, so simply add the base arch reg to // the number of physical registers. return numPhysicalRegs + arch_reg; } } bool SimpleRenameMap::isReady(PhysRegIndex phys_reg) { if (phys_reg < numPhysicalIntRegs) { return intScoreboard[phys_reg]; } else if (phys_reg < numPhysicalRegs) { // Subtract off the base FP offset. // phys_reg = phys_reg - numPhysicalIntRegs; return floatScoreboard[phys_reg]; } else { // Subtract off the misc registers offset. // phys_reg = phys_reg - numPhysicalRegs; return miscScoreboard[phys_reg]; } } // In this implementation the miscellaneous registers do not actually rename, // so this function does not allow you to try to change their mappings. void SimpleRenameMap::setEntry(RegIndex arch_reg, PhysRegIndex renamed_reg) { if (arch_reg < numLogicalIntRegs) { DPRINTF(Rename, "Rename Map: Integer register %i being set to %i.\n", (int)arch_reg, renamed_reg); intRenameMap[arch_reg].physical_reg = renamed_reg; } else { assert(arch_reg < (numLogicalIntRegs + numLogicalFloatRegs)); DPRINTF(Rename, "Rename Map: Float register %i being set to %i.\n", (int)arch_reg - numLogicalIntRegs, renamed_reg); floatRenameMap[arch_reg].physical_reg = renamed_reg; } } void SimpleRenameMap::squash(vector freed_regs, vector unmaps) { panic("Not sure this function should be called."); // Not sure the rename map should be able to access the free list // like this. while (!freed_regs.empty()) { RegIndex free_register = freed_regs.back(); if (free_register < numPhysicalIntRegs) { freeList->addIntReg(free_register); } else { // Subtract off the base FP dependence tag. free_register = free_register - numPhysicalIntRegs; freeList->addFloatReg(free_register); } freed_regs.pop_back(); } // Take unmap info and roll back the rename map. } void SimpleRenameMap::markAsReady(PhysRegIndex ready_reg) { DPRINTF(Rename, "Rename map: Marking register %i as ready.\n", (int)ready_reg); if (ready_reg < numPhysicalIntRegs) { assert(ready_reg >= 0); intScoreboard[ready_reg] = 1; } else if (ready_reg < numPhysicalRegs) { // Subtract off the base FP offset. // ready_reg = ready_reg - numPhysicalIntRegs; floatScoreboard[ready_reg] = 1; } else { //Subtract off the misc registers offset. // ready_reg = ready_reg - numPhysicalRegs; miscScoreboard[ready_reg] = 1; } } int SimpleRenameMap::numFreeEntries() { int free_int_regs = freeList->numFreeIntRegs(); int free_float_regs = freeList->numFreeFloatRegs(); if (free_int_regs < free_float_regs) { return free_int_regs; } else { return free_float_regs; } }