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-rw-r--r--cpu/beta_cpu/rename_map.cc289
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diff --git a/cpu/beta_cpu/rename_map.cc b/cpu/beta_cpu/rename_map.cc
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+++ b/cpu/beta_cpu/rename_map.cc
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+
+#include "cpu/beta_cpu/rename_map.hh"
+
+// 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.
+
+SimpleRenameMap::RenameEntry::RenameEntry()
+ : physical_reg(0), valid(false)
+{
+}
+
+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[numLogicalFloatRegs];
+
+ intScoreboard.resize(numPhysicalIntRegs);
+ floatScoreboard.resize(numPhysicalFloatRegs);
+ miscScoreboard.resize(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;
+ }
+
+ // 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.
+ for (RegIndex index = 0; index < numLogicalFloatRegs; ++index)
+ {
+ floatRenameMap[index].physical_reg = index + numPhysicalIntRegs;
+ 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 = numLogicalFloatRegs;
+ index < numPhysicalFloatRegs;
+ ++index)
+ {
+ floatScoreboard[index] = 0;
+ }
+
+ // Initialize the entries in the misc register scoreboard to be ready.
+ for (RegIndex index = 0; index < numMiscRegs; ++index)
+ {
+ miscScoreboard[index] = 1;
+ }
+}
+
+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;
+
+ // 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;
+
+ // 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;
+
+ 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));
+
+ // Subtract off the base FP offset.
+ arch_reg = arch_reg - numLogicalIntRegs;
+
+ DPRINTF(Rename, "Rename Map: Float register %i being set to %i.\n",
+ (int)arch_reg, renamed_reg);
+
+ floatRenameMap[arch_reg].physical_reg = renamed_reg;
+ }
+}
+
+void
+SimpleRenameMap::squash(vector<RegIndex> freed_regs,
+ vector<UnmapInfo> unmaps)
+{
+ // 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) {
+ 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;
+ }
+}