//===--------------------- ResourceManager.h --------------------*- C++ -*-===//
//
// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
// See https://llvm.org/LICENSE.txt for license information.
// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
//
//===----------------------------------------------------------------------===//
/// \file
///
/// The classes here represent processor resource units and their management
/// strategy. These classes are managed by the Scheduler.
///
//===----------------------------------------------------------------------===//
#ifndef LLVM_MCA_HARDWAREUNITS_RESOURCEMANAGER_H
#define LLVM_MCA_HARDWAREUNITS_RESOURCEMANAGER_H
#include "llvm/ADT/DenseMap.h"
#include "llvm/ADT/SmallVector.h"
#include "llvm/MC/MCSchedule.h"
#include "llvm/MCA/Instruction.h"
#include "llvm/MCA/Support.h"
namespace llvm {
namespace mca {
/// 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
/// ResourceManager::canBeDispatched()
///
/// 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
};
/// Resource allocation strategy used by hardware scheduler resources.
class ResourceStrategy {
ResourceStrategy(const ResourceStrategy &) = delete;
ResourceStrategy &operator=(const ResourceStrategy &) = delete;
public:
ResourceStrategy() = default;
virtual ~ResourceStrategy();
/// Selects a processor resource unit from a ReadyMask.
virtual uint64_t select(uint64_t ReadyMask) = 0;
/// Called by the ResourceManager when a processor resource group, or a
/// processor resource with multiple units has become unavailable.
///
/// The default strategy uses this information to bias its selection logic.
virtual void used(uint64_t ResourceMask) {}
};
/// Default resource allocation strategy used by processor resource groups and
/// processor resources with multiple units.
class DefaultResourceStrategy final : public ResourceStrategy {
/// A Mask of resource unit identifiers.
///
/// There is one bit set for every available resource unit.
/// It defaults to the value of field ResourceSizeMask in ResourceState.
const uint64_t ResourceUnitMask;
/// A simple round-robin selector for processor resource units.
/// Each bit of this mask identifies a sub resource within a group.
///
/// As an example, lets assume that this is a default policy for a
/// processor resource group composed by the following three units:
/// ResourceA -- 0b001
/// ResourceB -- 0b010
/// ResourceC -- 0b100
///
/// Field NextInSequenceMask is used to select the next unit from the set of
/// resource units. It defaults to the value of field `ResourceUnitMasks` (in
/// this example, it defaults to mask '0b111').
///
/// The round-robin selector would firstly select 'ResourceC', then
/// 'ResourceB', and eventually 'ResourceA'. When a resource R is used, the
/// corresponding bit in NextInSequenceMask is cleared. For example, if
/// 'ResourceC' is selected, then the new value of NextInSequenceMask becomes
/// 0xb011.
///
/// When NextInSequenceMask becomes zero, it is automatically reset to the
/// default value (i.e. ResourceUnitMask).
uint64_t NextInSequenceMask;
/// This field is used to track resource units that are used (i.e. selected)
/// by other groups other than the one associated with this strategy object.
///
/// In LLVM processor resource groups are allowed to partially (or fully)
/// overlap. That means, a same unit may be visible to multiple groups.
/// This field keeps track of uses that have originated from outside of
/// this group. The idea is to bias the selection strategy, so that resources
/// that haven't been used by other groups get prioritized.
///
/// The end goal is to (try to) keep the resource distribution as much uniform
/// as possible. By construction, this mask only tracks one-level of resource
/// usage. Therefore, this strategy is expected to be less accurate when same
/// units are used multiple times by other groups within a single round of
/// select.
///
/// Note: an LRU selector would have a better accuracy at the cost of being
/// slightly more expensive (mostly in terms of runtime cost). Methods
/// 'select' and 'used', are always in the hot execution path of llvm-mca.
/// Therefore, a slow implementation of 'select' would have a negative impact
/// on the overall performance of the tool.
uint64_t RemovedFromNextInSequence;
public:
DefaultResourceStrategy(uint64_t UnitMask)
: ResourceUnitMask(UnitMask), NextInSequenceMask(UnitMask),
RemovedFromNextInSequence(0) {}
virtual ~DefaultResourceStrategy() = default;
uint64_t select(uint64_t ReadyMask) override;
void used(uint64_t Mask) override;
};
/// A processor resource descriptor.
///
/// There is an instance of this class for every processor resource defined by
/// the machine scheduling model.
/// Objects of class ResourceState dynamically track the usage of processor
/// resource units.
class ResourceState {
/// An index to the MCProcResourceDesc entry in the processor model.
const unsigned ProcResourceDescIndex;
/// A resource mask. This is generated by the tool with the help of
/// function `mca::computeProcResourceMasks' (see Support.h).
///
/// Field ResourceMask only has one bit set if this resource state describes a
/// processor resource unit (i.e. this is not a group). That means, we can
/// quickly check if a resource is a group by simply counting the number of
/// bits that are set in the mask.
///
/// The most significant bit of a mask (MSB) uniquely identifies a resource.
/// Remaining bits are used to describe the composition of a group (Group).
///
/// Example (little endian):
/// Resource | Mask | MSB | Group
/// ---------+------------+------------+------------
/// A | 0b000001 | 0b000001 | 0b000000
/// | | |
/// B | 0b000010 | 0b000010 | 0b000000
/// | | |
/// C | 0b010000 | 0b010000 | 0b000000
/// | | |
/// D | 0b110010 | 0b100000 | 0b010010
///
/// In this example, resources A, B and C are processor resource units.
/// Only resource D is a group resource, and it contains resources B and C.
/// That is because MSB(B) and MSB(C) are both contained within Group(D).
const uint64_t ResourceMask;
/// A ProcResource can have multiple units.
///
/// For processor resource groups this field is a mask of contained resource
/// units. It is obtained from ResourceMask by clearing the highest set bit.
/// The number of resource units in a group can be simply computed as the
/// population count of this field.
///
/// For normal (i.e. non-group) resources, the number of bits set in this mask
/// is equivalent to the number of units declared by the processor model (see
/// field 'NumUnits' in 'ProcResourceUnits').
uint64_t ResourceSizeMask;
/// A mask of ready units.
uint64_t ReadyMask;
/// Buffered resources will have this field set to a positive number different
/// than zero. A buffered resource behaves like a reservation station
/// implementing its own buffer for out-of-order execution.
///
/// A BufferSize of 1 is used by scheduler resources that force in-order
/// execution.
///
/// A BufferSize of 0 is used to model in-order issue/dispatch resources.
/// Since in-order issue/dispatch resources don't implement buffers, dispatch
/// events coincide with issue events.
/// Also, no other instruction ca be dispatched/issue while this resource is
/// in use. Only when all the "resource cycles" are consumed (after the issue
/// event), a new instruction ca be dispatched.
const int BufferSize;
/// Available slots in the buffer (zero, if this is not a buffered resource).
unsigned AvailableSlots;
/// This field is set if this resource is currently reserved.
///
/// Resources can be reserved for a number of cycles.
/// Instructions can still be dispatched to reserved resources. However,
/// istructions dispatched to a reserved resource cannot be issued to the
/// underlying units (i.e. pipelines) until the resource is released.
bool Unavailable;
const bool IsAGroup;
/// Checks for the availability of unit 'SubResMask' in the group.
bool isSubResourceReady(uint64_t SubResMask) const {
return ReadyMask & SubResMask;
}
public:
ResourceState(const MCProcResourceDesc &Desc, unsigned Index, uint64_t Mask);
unsigned getProcResourceID() const { return ProcResourceDescIndex; }
uint64_t getResourceMask() const { return ResourceMask; }
uint64_t getReadyMask() const { return ReadyMask; }
int getBufferSize() const { return BufferSize; }
bool isBuffered() const { return BufferSize > 0; }
bool isInOrder() const { return BufferSize == 1; }
/// Returns true if this is an in-order dispatch/issue resource.
bool isADispatchHazard() const { return BufferSize == 0; }
bool isReserved() const { return Unavailable; }
void setReserved() { Unavailable = true; }
void clearReserved() { Unavailable = false; }
/// Returs true if this resource is not reserved, and if there are at least
/// `NumUnits` available units.
bool isReady(unsigned NumUnits = 1) const;
bool isAResourceGroup() const { return IsAGroup; }
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 : countPopulation(ResourceSizeMask);
}
/// Checks if there is an available slot in the resource buffer.
///
/// Returns RS_BUFFER_AVAILABLE if this is not a buffered resource, or if
/// there is a slot available.
///
/// Returns RS_RESERVED if this buffered resource is a dispatch hazard, and it
/// is reserved.
///
/// Returns RS_BUFFER_UNAVAILABLE if there are no available slots.
ResourceStateEvent isBufferAvailable() const;
/// Reserve a buffer slot.
///
/// Returns true if the buffer is not full.
/// It always returns true if BufferSize is set to zero.
bool reserveBuffer() {
if (BufferSize <= 0)
return true;
--AvailableSlots;
assert(AvailableSlots <= static_cast<unsigned>(BufferSize));
return AvailableSlots;
}
/// Releases a slot in the buffer.
void releaseBuffer() {
// Ignore dispatch hazards or invalid buffer sizes.
if (BufferSize <= 0)
return;
++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 {
// Set of resources available on the subtarget.
//
// There is an instance of ResourceState for every resource declared by the
// target scheduling model.
//
// Elements of this vector are ordered by resource kind. In particular,
// resource units take precedence over resource groups.
//
// The index of a processor resource in this vector depends on the value of
// its mask (see the description of field ResourceState::ResourceMask). In
// particular, it is computed as the position of the most significant bit set
// (MSB) in the mask plus one (since we want to ignore the invalid resource
// descriptor at index zero).
//
// Example (little endian):
//
// Resource | Mask | MSB | Index
// ---------+---------+---------+-------
// A | 0b00001 | 0b00001 | 1
// | | |
// B | 0b00100 | 0b00100 | 3
// | | |
// C | 0b10010 | 0b10000 | 5
//
//
// The same index is also used to address elements within vector `Strategies`
// and vector `Resource2Groups`.
std::vector<std::unique_ptr<ResourceState>> Resources;
std::vector<std::unique_ptr<ResourceStrategy>> Strategies;
// Used to quickly identify groups that own a particular resource unit.
std::vector<uint64_t> Resource2Groups;
// A table that maps processor resource IDs to processor resource masks.
SmallVector<uint64_t, 8> ProcResID2Mask;
// A table that maps resource indices to actual processor resource IDs in the
// scheduling model.
SmallVector<unsigned, 8> ResIndex2ProcResID;
// Keeps track of which resources are busy, and how many cycles are left
// before those become usable again.
SmallDenseMap<ResourceRef, unsigned> BusyResources;
// Set of processor resource units available on the target.
uint64_t ProcResUnitMask;
// Set of processor resource units that are available during this cycle.
uint64_t AvailableProcResUnits;
// Set of processor resources that are currently reserved.
uint64_t ReservedResourceGroups;
// Set of unavailable scheduler buffer resources. This is used internally to
// speedup `canBeDispatched()` queries.
uint64_t AvailableBuffers;
// Set of dispatch hazard buffer resources that are currently unavailable.
uint64_t ReservedBuffers;
// Returns the actual resource unit that will be used.
ResourceRef selectPipe(uint64_t ResourceID);
void use(const ResourceRef &RR);
void release(const ResourceRef &RR);
unsigned getNumUnits(uint64_t ResourceID) const;
// Overrides the selection strategy for the processor resource with the given
// mask.
void setCustomStrategyImpl(std::unique_ptr<ResourceStrategy> S,
uint64_t ResourceMask);
public:
ResourceManager(const MCSchedModel &SM);
virtual ~ResourceManager() = default;
// Overrides the selection strategy for the resource at index ResourceID in
// the MCProcResourceDesc table.
void setCustomStrategy(std::unique_ptr<ResourceStrategy> S,
unsigned ResourceID) {
assert(ResourceID < ProcResID2Mask.size() &&
"Invalid resource index in input!");
return setCustomStrategyImpl(std::move(S), ProcResID2Mask[ResourceID]);
}
// Returns RS_BUFFER_AVAILABLE if buffered resources are not reserved, and if
// there are enough available slots in the buffers.
ResourceStateEvent canBeDispatched(uint64_t ConsumedBuffers) const;
// Return the processor resource identifier associated to this Mask.
unsigned resolveResourceMask(uint64_t Mask) const;
// Acquires a slot from every buffered resource in mask `ConsumedBuffers`.
// Units that are dispatch hazards (i.e. BufferSize=0) are marked as reserved.
void reserveBuffers(uint64_t ConsumedBuffers);
// Releases a slot from every buffered resource in mask `ConsumedBuffers`.
// ConsumedBuffers is a bitmask of previously acquired buffers (using method
// `reserveBuffers`). Units that are dispatch hazards (i.e. BufferSize=0) are
// not automatically unreserved by this method.
void releaseBuffers(uint64_t ConsumedBuffers);
// Reserve a processor resource. A reserved resource is not available for
// instruction issue until it is released.
void reserveResource(uint64_t ResourceID);
// Release a previously reserved processor resource.
void releaseResource(uint64_t ResourceID);
// Returns a zero mask if resources requested by Desc are all available during
// this cycle. It returns a non-zero mask value only if there are unavailable
// processor resources; each bit set in the mask represents a busy processor
// resource unit or a reserved processor resource group.
uint64_t checkAvailability(const InstrDesc &Desc) const;
uint64_t getProcResUnitMask() const { return ProcResUnitMask; }
uint64_t getAvailableProcResUnits() const { return AvailableProcResUnits; }
void issueInstruction(
const InstrDesc &Desc,
SmallVectorImpl<std::pair<ResourceRef, ResourceCycles>> &Pipes);
void cycleEvent(SmallVectorImpl<ResourceRef> &ResourcesFreed);
#ifndef NDEBUG
void dump() const {
for (const std::unique_ptr<ResourceState> &Resource : Resources)
Resource->dump();
}
#endif
};
} // namespace mca
} // namespace llvm
#endif // LLVM_MCA_HARDWAREUNITS_RESOURCEMANAGER_H