Files
gem5/src/sim/drain.hh
Daniel R. Carvalho 974a47dfb9 misc: Adopt the gem5 namespace
Apply the gem5 namespace to the codebase.

Some anonymous namespaces could theoretically be removed,
but since this change's main goal was to keep conflicts
at a minimum, it was decided not to modify much the
general shape of the files.

A few missing comments of the form "// namespace X" that
occurred before the newly added "} // namespace gem5"
have been added for consistency.

std out should not be included in the gem5 namespace, so
they weren't.

ProtoMessage has not been included in the gem5 namespace,
since I'm not familiar with how proto works.

Regarding the SystemC files, although they belong to gem5,
they actually perform integration between gem5 and SystemC;
therefore, it deserved its own separate namespace.

Files that are automatically generated have been included
in the gem5 namespace.

The .isa files currently are limited to a single namespace.
This limitation should be later removed to make it easier
to accomodate a better API.

Regarding the files in util, gem5:: was prepended where
suitable. Notice that this patch was tested as much as
possible given that most of these were already not
previously compiling.

Change-Id: Ia53d404ec79c46edaa98f654e23bc3b0e179fe2d
Signed-off-by: Daniel R. Carvalho <odanrc@yahoo.com.br>
Reviewed-on: https://gem5-review.googlesource.com/c/public/gem5/+/46323
Maintainer: Bobby R. Bruce <bbruce@ucdavis.edu>
Reviewed-by: Bobby R. Bruce <bbruce@ucdavis.edu>
Reviewed-by: Matthew Poremba <matthew.poremba@amd.com>
Tested-by: kokoro <noreply+kokoro@google.com>
2021-07-01 19:08:24 +00:00

366 lines
13 KiB
C++

/*
* Copyright (c) 2012, 2015, 2017 ARM Limited
* All rights reserved
*
* The license below extends only to copyright in the software and shall
* not be construed as granting a license to any other intellectual
* property including but not limited to intellectual property relating
* to a hardware implementation of the functionality of the software
* licensed hereunder. You may use the software subject to the license
* terms below provided that you ensure that this notice is replicated
* unmodified and in its entirety in all distributions of the software,
* modified or unmodified, in source code or in binary form.
*
* 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.
*/
#ifndef __SIM_DRAIN_HH__
#define __SIM_DRAIN_HH__
#include <atomic>
#include <mutex>
#include <vector>
namespace gem5
{
class Drainable;
/**
* Object drain/handover states
*
* An object starts out in the Running state. When the simulator
* prepares to take a snapshot or prepares a CPU for handover, it
* calls the drain() method to transfer the object into the Draining
* or Drained state. If any object enters the Draining state
* (Drainable::drain() returning >0), simulation continues until it
* all objects have entered the Drained state.
*
* Before resuming simulation, the simulator calls resume() to
* transfer the object to the Running state. This in turn results in a
* call to drainResume() for all Drainable objects in the
* simulator. New Drainable objects may be created while resuming. In
* such cases, the new objects will be created in the Resuming state
* and later resumed.
*
* \note Even though the state of an object (visible to the rest of
* the world through Drainable::getState()) could be used to determine
* if all objects have entered the Drained state, the protocol is
* actually a bit more elaborate. See Drainable::drain() for details.
*
* @ingroup api_drain
*/
enum class DrainState
{
Running, /**< Running normally */
Draining, /**< Draining buffers pending serialization/handover */
Drained, /**< Buffers drained, ready for serialization/handover */
Resuming, /**< Transient state while the simulator is resuming */
};
class DrainManager
{
private:
DrainManager();
DrainManager(DrainManager &) = delete;
~DrainManager();
public:
/** Get the singleton DrainManager instance */
static DrainManager &instance() { return _instance; }
/**
* Try to drain the system.
*
* Try to drain the system and return true if all objects are in a
* the Drained state at which point the whole simulator is in a
* consistent state and ready for checkpointing or CPU
* handover. The simulation script must continue simulating until
* the simulation loop returns "Finished drain", at which point
* this method should be called again. This cycle should continue
* until this method returns true.
*
* @return true if all objects were drained successfully, false if
* more simulation is needed.
*
* @ingroup api_drain
*/
bool tryDrain();
/**
* Resume normal simulation in a Drained system.
*
* @ingroup api_drain
*/
void resume();
/**
* Run state fixups before a checkpoint restore operation.
*
* This is called before restoring the checkpoint and to make
* sure that everything has been set to drained.
*
* When restoring from a checkpoint, this function should be called
* first before calling the resume() function. And also before
* calling loadstate() on any object.
*
* The drain state of an object isn't stored in a checkpoint since
* the whole system is always going to be in the Drained state
* when the checkpoint is created. When the checkpoint is restored
* at a later stage, recreated objects will be in the Running
* state since the state isn't stored in checkpoints. This method
* performs state fixups on all Drainable objects and the
* DrainManager itself.
*
* @ingroup api_drain
*/
void preCheckpointRestore();
/**
* Check if the system is drained
*
* @ingroup api_drain
*/
bool isDrained() const { return _state == DrainState::Drained; }
/**
* Get the simulators global drain state
*
* @ingroup api_drain
*/
DrainState state() const { return _state; }
/**
* Notify the DrainManager that a Drainable object has finished
* draining.
*
* @ingroup api_drain
*/
void signalDrainDone();
public:
void registerDrainable(Drainable *obj);
void unregisterDrainable(Drainable *obj);
private:
/**
* Helper function to check if all Drainable objects are in a
* specific state.
*/
bool allInState(DrainState state) const;
/**
* Thread-safe helper function to get the number of Drainable
* objects in a system.
*/
size_t drainableCount() const;
/** Lock protecting the set of drainable objects */
mutable std::mutex globalLock;
/** Set of all drainable objects */
std::vector<Drainable *> _allDrainable;
/**
* Number of objects still draining. This is flagged atomic since
* it can be manipulated by SimObjects living in different
* threads.
*/
std::atomic_uint _count;
/** Global simulator drain state */
DrainState _state;
/** Singleton instance of the drain manager */
static DrainManager _instance;
};
/**
* Interface for objects that might require draining before
* checkpointing.
*
* An object's internal state needs to be drained when creating a
* checkpoint, switching between CPU models, or switching between
* timing models. Once the internal state has been drained from
* <i>all</i> objects in the simulator, the objects are serialized to
* disc or the configuration change takes place. The process works as
* follows (see simulate.py for details):
*
* <ol>
* <li>DrainManager::tryDrain() calls Drainable::drain() for every
* object in the system. Draining has completed if all of them
* return true. Otherwise, the drain manager keeps track of the
* objects that requested draining and waits for them to signal
* that they are done draining using the signalDrainDone() method.
*
* <li>Continue simulation. When an object has finished draining its
* internal state, it calls DrainManager::signalDrainDone() on the
* manager. The drain manager keeps track of the objects that
* haven't drained yet, simulation stops when the set of
* non-drained objects becomes empty.
*
* <li>Check if any object still needs draining
* (DrainManager::tryDrain()), if so repeat the process above.
*
* <li>Serialize objects, switch CPU model, or change timing model.
*
* <li>Call DrainManager::resume(), which in turn calls
* Drainable::drainResume() for all objects, and then continue the
* simulation.
* </ol>
*
*/
class Drainable
{
/**
* This class coordinates draining of a System.
*
* When draining the simulator, we need to make sure that all
* Drainable objects within the system have ended up in the drained
* state before declaring the operation to be successful. This class
* keeps track of how many objects are still in the process of
* draining. Once it determines that all objects have drained their
* state, it exits the simulation loop.
*
* @note A System might not be completely drained even though the
* DrainManager has caused the simulation loop to exit. Draining needs
* to be restarted until all Drainable objects declare that they don't
* need further simulation to be completely drained. See Drainable for
* more information.
*/
friend class DrainManager;
protected:
Drainable();
virtual ~Drainable();
/**
* Draining is the process of clearing out the states of
* SimObjects.These are the SimObjects that are partially
* executed or are partially in flight. Draining is mostly
* used before forking and creating a check point.
*
* This function notifies an object that it needs to drain its state.
*
* If the object does not need further simulation to drain
* internal buffers, it returns DrainState::Drained and
* automatically switches to the Drained state. If the object
* needs more simulation, it returns DrainState::Draining and
* automatically enters the Draining state. Other return values
* are invalid.
*
* @note An object that has entered the Drained state can be
* disturbed by other objects in the system and consequently stop
* being drained. These perturbations are not visible in the drain
* state. The simulator therefore repeats the draining process
* until all objects return DrainState::Drained on the first call
* to drain().
*
* @return DrainState::Drained if the object is drained at this
* point in time, DrainState::Draining if it needs further
* simulation.
*
* @ingroup api_drain
*/
virtual DrainState drain() = 0;
/**
* Resume execution after a successful drain.
*
* @ingroup api_drain
*/
virtual void drainResume() {};
/**
* Signal that an object is drained
*
* This method is designed to be called whenever an object enters
* into a state where it is ready to be drained. The method is
* safe to call multiple times and there is no need to check that
* draining has been requested before calling this method.
*
* @ingroup api_drain
*/
void signalDrainDone() const {
switch (_drainState) {
case DrainState::Running:
case DrainState::Drained:
case DrainState::Resuming:
return;
case DrainState::Draining:
_drainState = DrainState::Drained;
_drainManager.signalDrainDone();
return;
}
}
public:
/**
* Return the current drain state of an object.
*
* @ingroup api_drain
*/
DrainState drainState() const { return _drainState; }
/**
* Notify a child process of a fork. SimObjects are told that the
* process is going to be forked.
*
* Forking is a process of splitting a process in to two
* processes, which is then used for multiprocessing.
*
* When calling fork in gem5, we need to ensure that resources
* shared between the parent and the child are consistent. This
* method is intended to be overloaded to handle that. For
* example, an object could use this method to re-open input files
* to get a separate file description with a private file offset.
*
* This method is only called in the child of the fork. The call
* takes place in a drained system.
*
* @ingroup api_drain
*/
virtual void notifyFork() {};
private:
/** DrainManager interface to request a drain operation */
DrainState dmDrain();
/** DrainManager interface to request a resume operation */
void dmDrainResume();
/** Convenience reference to the drain manager */
DrainManager &_drainManager;
/**
* Current drain state of the object. Needs to be mutable since
* objects need to be able to signal that they have transitioned
* into a Drained state even if the calling method is const.
*/
mutable DrainState _drainState;
};
} // namespace gem5
#endif