/* * Copyright (c) 2000-2005 The Regents of The University of Michigan * Copyright (c) 2013 Advanced Micro Devices, Inc. * Copyright (c) 2013 Mark D. Hill and David A. Wood * 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. * * Authors: Steve Reinhardt * Nathan Binkert */ /* @file * EventQueue interfaces */ #ifndef __SIM_EVENTQ_HH__ #define __SIM_EVENTQ_HH__ #include #include #include #include #include #include #include #include #include "base/flags.hh" #include "base/types.hh" #include "debug/Event.hh" #include "sim/serialize.hh" class EventQueue; // forward declaration class BaseGlobalEvent; //! Simulation Quantum for multiple eventq simulation. //! The quantum value is the period length after which the queues //! synchronize themselves with each other. This means that any //! event to scheduled on Queue A which is generated by an event on //! Queue B should be at least simQuantum ticks away in future. extern Tick simQuantum; //! Current number of allocated main event queues. extern uint32_t numMainEventQueues; //! Array for main event queues. extern std::vector mainEventQueue; //! The current event queue for the running thread. Access to this queue //! does not require any locking from the thread. extern __thread EventQueue *_curEventQueue; //! Current mode of execution: parallel / serial extern bool inParallelMode; //! Function for returning eventq queue for the provided //! index. The function allocates a new queue in case one //! does not exist for the index, provided that the index //! is with in bounds. EventQueue *getEventQueue(uint32_t index); inline EventQueue *curEventQueue() { return _curEventQueue; } inline void curEventQueue(EventQueue *q) { _curEventQueue = q; } /** * Common base class for Event and GlobalEvent, so they can share flag * and priority definitions and accessor functions. This class should * not be used directly. */ class EventBase { protected: typedef unsigned short FlagsType; typedef ::Flags Flags; static const FlagsType PublicRead = 0x003f; // public readable flags static const FlagsType PublicWrite = 0x001d; // public writable flags static const FlagsType Squashed = 0x0001; // has been squashed static const FlagsType Scheduled = 0x0002; // has been scheduled static const FlagsType Managed = 0x0004; // Use life cycle manager static const FlagsType AutoDelete = Managed; // delete after dispatch /** * This used to be AutoSerialize. This value can't be reused * without changing the checkpoint version since the flag field * gets serialized. */ static const FlagsType Reserved0 = 0x0008; static const FlagsType IsExitEvent = 0x0010; // special exit event static const FlagsType IsMainQueue = 0x0020; // on main event queue static const FlagsType Initialized = 0x7a40; // somewhat random bits static const FlagsType InitMask = 0xffc0; // mask for init bits public: typedef int8_t Priority; /// Event priorities, to provide tie-breakers for events scheduled /// at the same cycle. Most events are scheduled at the default /// priority; these values are used to control events that need to /// be ordered within a cycle. /// Minimum priority static const Priority Minimum_Pri = SCHAR_MIN; /// If we enable tracing on a particular cycle, do that as the /// very first thing so we don't miss any of the events on /// that cycle (even if we enter the debugger). static const Priority Debug_Enable_Pri = -101; /// Breakpoints should happen before anything else (except /// enabling trace output), so we don't miss any action when /// debugging. static const Priority Debug_Break_Pri = -100; /// CPU switches schedule the new CPU's tick event for the /// same cycle (after unscheduling the old CPU's tick event). /// The switch needs to come before any tick events to make /// sure we don't tick both CPUs in the same cycle. static const Priority CPU_Switch_Pri = -31; /// For some reason "delayed" inter-cluster writebacks are /// scheduled before regular writebacks (which have default /// priority). Steve? static const Priority Delayed_Writeback_Pri = -1; /// Default is zero for historical reasons. static const Priority Default_Pri = 0; /// DVFS update event leads to stats dump therefore given a lower priority /// to ensure all relevant states have been updated static const Priority DVFS_Update_Pri = 31; /// Serailization needs to occur before tick events also, so /// that a serialize/unserialize is identical to an on-line /// CPU switch. static const Priority Serialize_Pri = 32; /// CPU ticks must come after other associated CPU events /// (such as writebacks). static const Priority CPU_Tick_Pri = 50; /// Statistics events (dump, reset, etc.) come after /// everything else, but before exit. static const Priority Stat_Event_Pri = 90; /// Progress events come at the end. static const Priority Progress_Event_Pri = 95; /// If we want to exit on this cycle, it's the very last thing /// we do. static const Priority Sim_Exit_Pri = 100; /// Maximum priority static const Priority Maximum_Pri = SCHAR_MAX; }; /* * An item on an event queue. The action caused by a given * event is specified by deriving a subclass and overriding the * process() member function. * * Caution, the order of members is chosen to maximize data packing. */ class Event : public EventBase, public Serializable { friend class EventQueue; private: // The event queue is now a linked list of linked lists. The // 'nextBin' pointer is to find the bin, where a bin is defined as // when+priority. All events in the same bin will be stored in a // second linked list (a stack) maintained by the 'nextInBin' // pointer. The list will be accessed in LIFO order. The end // result is that the insert/removal in 'nextBin' is // linear/constant, and the lookup/removal in 'nextInBin' is // constant/constant. Hopefully this is a significant improvement // over the current fully linear insertion. Event *nextBin; Event *nextInBin; static Event *insertBefore(Event *event, Event *curr); static Event *removeItem(Event *event, Event *last); Tick _when; //!< timestamp when event should be processed Priority _priority; //!< event priority Flags flags; #ifndef NDEBUG /// Global counter to generate unique IDs for Event instances static Counter instanceCounter; /// This event's unique ID. We can also use pointer values for /// this but they're not consistent across runs making debugging /// more difficult. Thus we use a global counter value when /// debugging. Counter instance; /// queue to which this event belongs (though it may or may not be /// scheduled on this queue yet) EventQueue *queue; #endif #ifdef EVENTQ_DEBUG Tick whenCreated; //!< time created Tick whenScheduled; //!< time scheduled #endif void setWhen(Tick when, EventQueue *q) { _when = when; #ifndef NDEBUG queue = q; #endif #ifdef EVENTQ_DEBUG whenScheduled = curTick(); #endif } bool initialized() const { return (flags & InitMask) == Initialized; } protected: /// Accessor for flags. Flags getFlags() const { return flags & PublicRead; } bool isFlagSet(Flags _flags) const { assert(_flags.noneSet(~PublicRead)); return flags.isSet(_flags); } /// Accessor for flags. void setFlags(Flags _flags) { assert(_flags.noneSet(~PublicWrite)); flags.set(_flags); } void clearFlags(Flags _flags) { assert(_flags.noneSet(~PublicWrite)); flags.clear(_flags); } void clearFlags() { flags.clear(PublicWrite); } // This function isn't really useful if TRACING_ON is not defined virtual void trace(const char *action); //!< trace event activity protected: /* Memory management */ /** * @{ * Memory management hooks for events that have the Managed flag set * * Events can use automatic memory management by setting the * Managed flag. The default implementation automatically deletes * events once they have been removed from the event queue. This * typically happens when events are descheduled or have been * triggered and not rescheduled. * * The methods below may be overridden by events that need custom * memory management. For example, events exported to Python need * to impement reference counting to ensure that the Python * implementation of the event is kept alive while it lives in the * event queue. * * @note Memory managers are responsible for implementing * reference counting (by overriding both acquireImpl() and * releaseImpl()) or checking if an event is no longer scheduled * in releaseImpl() before deallocating it. */ /** * Managed event scheduled and being held in the event queue. */ void acquire() { if (flags.isSet(Event::Managed)) acquireImpl(); } /** * Managed event removed from the event queue. */ void release() { if (flags.isSet(Event::Managed)) releaseImpl(); } virtual void acquireImpl() {} virtual void releaseImpl() { if (!scheduled()) delete this; } /** @} */ public: /* * Event constructor * @param queue that the event gets scheduled on */ Event(Priority p = Default_Pri, Flags f = 0) : nextBin(nullptr), nextInBin(nullptr), _when(0), _priority(p), flags(Initialized | f) { assert(f.noneSet(~PublicWrite)); #ifndef NDEBUG instance = ++instanceCounter; queue = NULL; #endif #ifdef EVENTQ_DEBUG whenCreated = curTick(); whenScheduled = 0; #endif } virtual ~Event(); virtual const std::string name() const; /// Return a C string describing the event. This string should /// *not* be dynamically allocated; just a const char array /// describing the event class. virtual const char *description() const; /// Dump the current event data void dump() const; public: /* * This member function is invoked when the event is processed * (occurs). There is no default implementation; each subclass * must provide its own implementation. The event is not * automatically deleted after it is processed (to allow for * statically allocated event objects). * * If the AutoDestroy flag is set, the object is deleted once it * is processed. */ virtual void process() = 0; /// Determine if the current event is scheduled bool scheduled() const { return flags.isSet(Scheduled); } /// Squash the current event void squash() { flags.set(Squashed); } /// Check whether the event is squashed bool squashed() const { return flags.isSet(Squashed); } /// See if this is a SimExitEvent (without resorting to RTTI) bool isExitEvent() const { return flags.isSet(IsExitEvent); } /// Check whether this event will auto-delete bool isManaged() const { return flags.isSet(Managed); } bool isAutoDelete() const { return isManaged(); } /// Get the time that the event is scheduled Tick when() const { return _when; } /// Get the event priority Priority priority() const { return _priority; } //! If this is part of a GlobalEvent, return the pointer to the //! Global Event. By default, there is no GlobalEvent, so return //! NULL. (Overridden in GlobalEvent::BarrierEvent.) virtual BaseGlobalEvent *globalEvent() { return NULL; } void serialize(CheckpointOut &cp) const override; void unserialize(CheckpointIn &cp) override; }; inline bool operator<(const Event &l, const Event &r) { return l.when() < r.when() || (l.when() == r.when() && l.priority() < r.priority()); } inline bool operator>(const Event &l, const Event &r) { return l.when() > r.when() || (l.when() == r.when() && l.priority() > r.priority()); } inline bool operator<=(const Event &l, const Event &r) { return l.when() < r.when() || (l.when() == r.when() && l.priority() <= r.priority()); } inline bool operator>=(const Event &l, const Event &r) { return l.when() > r.when() || (l.when() == r.when() && l.priority() >= r.priority()); } inline bool operator==(const Event &l, const Event &r) { return l.when() == r.when() && l.priority() == r.priority(); } inline bool operator!=(const Event &l, const Event &r) { return l.when() != r.when() || l.priority() != r.priority(); } /** * Queue of events sorted in time order * * Events are scheduled (inserted into the event queue) using the * schedule() method. This method either inserts a synchronous * or asynchronous event. * * Synchronous events are scheduled using schedule() method with the * argument 'global' set to false (default). This should only be done * from a thread holding the event queue lock * (EventQueue::service_mutex). The lock is always held when an event * handler is called, it can therefore always insert events into its * own event queue unless it voluntarily releases the lock. * * Events can be scheduled across thread (and event queue borders) by * either scheduling asynchronous events or taking the target event * queue's lock. However, the lock should never be taken * directly since this is likely to cause deadlocks. Instead, code * that needs to schedule events in other event queues should * temporarily release its own queue and lock the new queue. This * prevents deadlocks since a single thread never owns more than one * event queue lock. This functionality is provided by the * ScopedMigration helper class. Note that temporarily migrating * between event queues can make the simulation non-deterministic, it * should therefore be limited to cases where that can be tolerated * (e.g., handling asynchronous IO or fast-forwarding in KVM). * * Asynchronous events can also be scheduled using the normal * schedule() method with the 'global' parameter set to true. Unlike * the previous queue migration strategy, this strategy is fully * deterministic. This causes the event to be inserted in a separate * queue of asynchronous events (async_queue), which is merged main * event queue at the end of each simulation quantum (by calling the * handleAsyncInsertions() method). Note that this implies that such * events must happen at least one simulation quantum into the future, * otherwise they risk being scheduled in the past by * handleAsyncInsertions(). */ class EventQueue { private: std::string objName; Event *head; Tick _curTick; //! Mutex to protect async queue. std::mutex async_queue_mutex; //! List of events added by other threads to this event queue. std::list async_queue; /** * Lock protecting event handling. * * This lock is always taken when servicing events. It is assumed * that the thread scheduling new events (not asynchronous events * though) have taken this lock. This is normally done by * serviceOne() since new events are typically scheduled as a * response to an earlier event. * * This lock is intended to be used to temporarily steal an event * queue to support inter-thread communication when some * deterministic timing can be sacrificed for speed. For example, * the KVM CPU can use this support to access devices running in a * different thread. * * @see EventQueue::ScopedMigration. * @see EventQueue::ScopedRelease * @see EventQueue::lock() * @see EventQueue::unlock() */ std::mutex service_mutex; //! Insert / remove event from the queue. Should only be called //! by thread operating this queue. void insert(Event *event); void remove(Event *event); //! Function for adding events to the async queue. The added events //! are added to main event queue later. Threads, other than the //! owning thread, should call this function instead of insert(). void asyncInsert(Event *event); EventQueue(const EventQueue &); public: /** * Temporarily migrate execution to a different event queue. * * An instance of this class temporarily migrates execution to a * different event queue by releasing the current queue, locking * the new queue, and updating curEventQueue(). This can, for * example, be useful when performing IO across thread event * queues when timing is not crucial (e.g., during fast * forwarding). * * ScopedMigration does nothing if both eqs are the same */ class ScopedMigration { public: ScopedMigration(EventQueue *_new_eq, bool _doMigrate = true) :new_eq(*_new_eq), old_eq(*curEventQueue()), doMigrate((&new_eq != &old_eq)&&_doMigrate) { if (doMigrate){ old_eq.unlock(); new_eq.lock(); curEventQueue(&new_eq); } } ~ScopedMigration() { if (doMigrate){ new_eq.unlock(); old_eq.lock(); curEventQueue(&old_eq); } } private: EventQueue &new_eq; EventQueue &old_eq; bool doMigrate; }; /** * Temporarily release the event queue service lock. * * There are cases where it is desirable to temporarily release * the event queue lock to prevent deadlocks. For example, when * waiting on the global barrier, we need to release the lock to * prevent deadlocks from happening when another thread tries to * temporarily take over the event queue waiting on the barrier. */ class ScopedRelease { public: ScopedRelease(EventQueue *_eq) : eq(*_eq) { eq.unlock(); } ~ScopedRelease() { eq.lock(); } private: EventQueue &eq; }; EventQueue(const std::string &n); virtual const std::string name() const { return objName; } void name(const std::string &st) { objName = st; } //! Schedule the given event on this queue. Safe to call from any //! thread. void schedule(Event *event, Tick when, bool global = false); //! Deschedule the specified event. Should be called only from the //! owning thread. void deschedule(Event *event); //! Reschedule the specified event. Should be called only from //! the owning thread. void reschedule(Event *event, Tick when, bool always = false); Tick nextTick() const { return head->when(); } void setCurTick(Tick newVal) { _curTick = newVal; } Tick getCurTick() const { return _curTick; } Event *getHead() const { return head; } Event *serviceOne(); // process all events up to the given timestamp. we inline a // quick test to see if there are any events to process; if so, // call the internal out-of-line version to process them all. void serviceEvents(Tick when) { while (!empty()) { if (nextTick() > when) break; /** * @todo this assert is a good bug catcher. I need to * make it true again. */ //assert(head->when() >= when && "event scheduled in the past"); serviceOne(); } setCurTick(when); } // return true if no events are queued bool empty() const { return head == NULL; } void dump() const; bool debugVerify() const; //! Function for moving events from the async_queue to the main queue. void handleAsyncInsertions(); /** * Function to signal that the event loop should be woken up because * an event has been scheduled by an agent outside the gem5 event * loop(s) whose event insertion may not have been noticed by gem5. * This function isn't needed by the usual gem5 event loop but may * be necessary in derived EventQueues which host gem5 onto other * schedulers. * * @param when Time of a delayed wakeup (if known). This parameter * can be used by an implementation to schedule a wakeup in the * future if it is sure it will remain active until then. * Or it can be ignored and the event queue can be woken up now. */ virtual void wakeup(Tick when = (Tick)-1) { } /** * function for replacing the head of the event queue, so that a * different set of events can run without disturbing events that have * already been scheduled. Already scheduled events can be processed * by replacing the original head back. * USING THIS FUNCTION CAN BE DANGEROUS TO THE HEALTH OF THE SIMULATOR. * NOT RECOMMENDED FOR USE. */ Event* replaceHead(Event* s); /**@{*/ /** * Provide an interface for locking/unlocking the event queue. * * @warn Do NOT use these methods directly unless you really know * what you are doing. Incorrect use can easily lead to simulator * deadlocks. * * @see EventQueue::ScopedMigration. * @see EventQueue::ScopedRelease * @see EventQueue */ void lock() { service_mutex.lock(); } void unlock() { service_mutex.unlock(); } /**@}*/ /** * Reschedule an event after a checkpoint. * * Since events don't know which event queue they belong to, * parent objects need to reschedule events themselves. This * method conditionally schedules an event that has the Scheduled * flag set. It should be called by parent objects after * unserializing an object. * * @warn Only use this method after unserializing an Event. */ void checkpointReschedule(Event *event); virtual ~EventQueue() { while (!empty()) deschedule(getHead()); } }; void dumpMainQueue(); class EventManager { protected: /** A pointer to this object's event queue */ EventQueue *eventq; public: EventManager(EventManager &em) : eventq(em.eventq) {} EventManager(EventManager *em) : eventq(em->eventq) {} EventManager(EventQueue *eq) : eventq(eq) {} EventQueue * eventQueue() const { return eventq; } void schedule(Event &event, Tick when) { eventq->schedule(&event, when); } void deschedule(Event &event) { eventq->deschedule(&event); } void reschedule(Event &event, Tick when, bool always = false) { eventq->reschedule(&event, when, always); } void schedule(Event *event, Tick when) { eventq->schedule(event, when); } void deschedule(Event *event) { eventq->deschedule(event); } void reschedule(Event *event, Tick when, bool always = false) { eventq->reschedule(event, when, always); } void wakeupEventQueue(Tick when = (Tick)-1) { eventq->wakeup(when); } void setCurTick(Tick newVal) { eventq->setCurTick(newVal); } }; template class EventWrapper : public Event { private: T *object; public: EventWrapper(T *obj, bool del = false, Priority p = Default_Pri) : Event(p), object(obj) { if (del) setFlags(AutoDelete); } EventWrapper(T &obj, bool del = false, Priority p = Default_Pri) : Event(p), object(&obj) { if (del) setFlags(AutoDelete); } void process() { (object->*F)(); } const std::string name() const { return object->name() + ".wrapped_event"; } const char *description() const { return "EventWrapped"; } }; class EventFunctionWrapper : public Event { private: std::function callback; std::string _name; public: EventFunctionWrapper(const std::function &callback, const std::string &name, bool del = false, Priority p = Default_Pri) : Event(p), callback(callback), _name(name) { if (del) setFlags(AutoDelete); } void process() { callback(); } const std::string name() const { return _name + ".wrapped_function_event"; } const char *description() const { return "EventFunctionWrapped"; } }; #endif // __SIM_EVENTQ_HH__