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The drain() call currently passes around a DrainManager pointer, which
is now completely pointless since there is only ever one global
DrainManager in the system. It also contains vestiges from the time
when SimObjects had to keep track of their child objects that needed
draining.
This changeset moves all of the DrainState handling to the Drainable
base class and changes the drain() and drainResume() calls to reflect
this. Particularly, the drain() call has been updated to take no
parameters (the DrainManager argument isn't needed) and return a
DrainState instead of an unsigned integer (there is no point returning
anything other than 0 or 1 any more). Drainable objects should return
either DrainState::Draining (equivalent to returning 1 in the old
system) if they need more time to drain or DrainState::Drained
(equivalent to returning 0 in the old system) if they are already in a
consistent state. Returning DrainState::Running is considered an
error.
Drain done signalling is now done through the signalDrainDone() method
in the Drainable class instead of using the DrainManager directly. The
new call checks if the state of the object is DrainState::Draining
before notifying the drain manager. This means that it is safe to call
signalDrainDone() without first checking if the simulator has
requested draining. The intention here is to reduce the code needed to
implement draining in simple objects.
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This patch fixes a long-standing isue with the port flow
control. Before this patch the retry mechanism was shared between all
different packet classes. As a result, a snoop response could get
stuck behind a request waiting for a retry, even if the send/recv
functions were split. This caused message-dependent deadlocks in
stress-test scenarios.
The patch splits the retry into one per packet (message) class. Thus,
sendTimingReq has a corresponding recvReqRetry, sendTimingResp has
recvRespRetry etc. Most of the changes to the code involve simply
clarifying what type of request a specific object was accepting.
The biggest change in functionality is in the cache downstream packet
queue, facing the memory. This queue was shared by requests and snoop
responses, and it is now split into two queues, each with their own
flow control, but the same physical MasterPort. These changes fixes
the previously seen deadlocks.
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This patch ensures the cycle check is still valid even restoring from
a checkpoint. In this case the DRAMSim2 cycle count is relative to the
startTick rather than 0.
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This patch adds DRAMSim2 as a memory controller by wrapping the
external library and creating a sublass of AbstractMemory that bridges
between the semantics of gem5 and the DRAMSim2 interface.
The DRAMSim2 wrapper extracts the clock period from the config
file. There is no way of extracting this information from DRAMSim2
itself, so we simply read the same config file and get it from there.
To properly model the response queue, the wrapper keeps track of how
many transactions are in the actual controller, and how many are
stacking up waiting to be sent back as responses (in the wrapper). The
latter requires us to move away from the queued port and manage the
packets ourselves. This is due to DRAMSim2 not having any flow control
on the response path.
DRAMSim2 assumes that the transactions it is given are matching the
burst size of the choosen memory. The wrapper checks to ensure the
cache line size of the system matches the burst size of DRAMSim2 as
there are currently no provisions to split the system requests. In
theory we could allow a cache line size smaller than the burst size,
but that would lead to inefficient use of the DRAM, so for not we
fatal also in this case.
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