Cache Implementation in Pipelined Processor - mips

I have recently started coding in verilog. I have completed my first project, prototyping a MIPS 32 processor using 5 stage pipelining. Now my next task is to implement a single level cache hiearchy on the instruction set memory.
I have sucessfully implemented a 2-way set associative cache.
Previously I had declared the instruction set memory as a array of registers, so whenever I need to access the next instruction in IF stage, the data(instruction) gets instantaneously allotted to the register for further decoding (since blocking/non_blocking assignment is instantaneous from any memory location).
But now since I have a single level cache added on top of it, it takes a few more cycles for the cache FSM to work (like data searching, and replacement policies in case of cache miss). Max. delay is about 5 cycles when there is a cache miss.
Since my pipelined stage proceeds to the next stage within just a single cycle, hence whenever there is a cache miss, the cache fails to deliver the instruction before the pipeline stage moves to the next stage. So desired output is always wrong.
To counteract this , I have increased the clock of the cache by 5 times as compared the processor pipelined clock. This does do the work, since the cache clock is much faster, it need not to worry about the processor clock.
But is this workaround legit?? I mean i haven't heard of multiple clocks in a processor system. How does the processors in real world overcome this issue.
Yes ofc, there is an another way of using stall cycles in pipeline until the data is readily made available in cache (hit). But just wondering is making memory system more faster by increasing clock is justified??
P.S. I am newbie to computer architecture and verilog. I dont know about VLSI much. This is my first question ever, because whatever questions strikes, i get it readily available in webpages, but i cant find much details about this problem, so i am here.
I also asked my professor, she replied me to research more in this topic, bcs none of my colleague/ senior worked much on pipelined processors.

But is this workaround legit??
No, it isn't :P You're not only increasing the cache clock, but also apparently the memory clock. And if you can run your cache 5x faster and still make the timing constraints, that means you should clock your whole CPU 5x faster if you're aiming for max performance.
A classic 5-stage RISC pipeline assumes and is designed around single-cycle latency for cache hits (and simultaneous data and instruction cache access), but stalls on cache misses. (Data load/store address calculation happens in EX, and cache access in MEM, which is why that stage exists)
A stall is logically equivalent to inserting a NOP, so you can do that on cache miss. The program counter needs to not increment, but otherwise it should be a pretty local change.
If you had hardware performance counters, you'd maybe want to distinguish between real instructions vs. fake stall NOPs so you could count real instructions executed.
You'll need to implement pipeline interlocks for other stages that stall to wait for their inputs to be ready, e.g. a cache-miss load followed by an add that uses the result.
MIPS I had load-delay slots (you can't use the result of a load in the following instruction, because the MEM stage is after EX). So that ISA rule hides the 1 cycle latency of a cache hit without requiring the HW to detect the dependency and stall for it.
But a cache miss still had to be detected. Probably it stalled the whole pipeline whether there was a dependency or not. (Again, like inserting a NOP for the rest of the pipeline while holding on to the incoming instruction. Except this isn't the first stage, so it has to signal to the previous stage that it's stalling.)
Later versions of MIPS removed the load delay slot to avoid bloating code with NOPs when compilers couldn't fill the slot. Simple HW then had to detect the dependency and stall if needed, but smarter hardware probably tracked loads anyway so they could do hit under miss and so on. Not stalling the pipeline until an instruction actually tried to read a load result that wasn't ready.
MIPS = "Microprocessor without Interlocked Pipeline Stages" (i.e. no data-hazard detection). But it still had to stall for cache misses.
An alternate expansion for the acronym (which still fits MIPS II where the load delay slot as removed, requiring HW interlocks to detect that data hazard) would be "Minimally Interlocked Pipeline Stages" but apparently I made that up in my head, thanks #PaulClayton for catching that.

Related

MIPS and interlocked stages

I'm studying the MIPS architecture, but i really don't understand some concepts..
For example, the "without interlocked pipelined stages".
I've also red that only first implementations of MIPS didn't have it (interlocked pipelined stages). But i didn't find with witch one it was introduced, can someone tell me in witch one it was introduced?
I want to focus on "interlocked stages". I've understand that this concept means, for example, adds explicit nop operations that delays the execution of an instruction (for example a branch). Is that true? or my conclusion is poor?
Morover, if the first version of MIPS didn't have the "interlocked stages", how did it manage the branch prediction?
Thank you all in advice!
adds explicit nop operations that delays the execution of an instruction
Rather than "adding a nop", the instruction in a delay slot is executed with the understanding that the architectural state is delayed — that the effect of the immediately prior instruction won't be see by the instruction in the delay slot.
It goes to having software do the "interlocking" instead of the hardware.
When the hardware doesn't interlock, delay slots are exposed to software and so software must accommodate, by shuffling code, or if it can't find anything useful to do in the delay stot, then filling that delay slot with a nop instruction.
See https://en.m.wikipedia.org/wiki/Delay_slot :
A load delay slot is an instruction which executes immediately after a load (of a register from memory) but does not see, and need not wait for, the result of the load. Load delay slots are very uncommon because load delays are highly unpredictable on modern hardware. A load may be satisfied from RAM or from a cache, and may be slowed by resource contention. Load delays were seen on very early RISC processor designs. The MIPS I ISA (implemented in the R2000 and R3000 microprocessors) suffers from this problem.
From https://en.wikipedia.org/wiki/MIPS_architecture#MIPS_II :
MIPS II removed the load delay slot
Although not totally clear from those wikipedia articles, the branch delay slot apparently slowly disappeared, first in MIPS II, by providing versions of branches that only executed the delay slot instruction on taken branch, then in MIPS32, "a new family of branches with no delay slot".
In summary, delay slots have been abandoned, as they really only worked for specific micro architectures; since as the technology evolved, those designs features became challenges rather than offering their original benefit.
Morover, if the first version of MIPS didn't have the "interlocked stages", how did it manage the branch prediction?
As I understand it, MIPS I didn't really do dynamic branch prediction but rather that it would simply assume not-taken branch, however, by delaying the execution of a branch for one instruction, it reduced the cost of assuming a not-taken branch when the branch was actually taken.  It also supported only very simple conditional branch instructions (e.g. equal or not equal), such that the branch taken/not-taken computation could be executed earlier in the pipeline, perhaps as early as in the ID stage.

Most generally correct way of updating a vertex buffer in Vulkan

Assume a vertex buffer in device memory and a staging buffer that's host coherent and visible. Also assume a desktop system with a discrete GPU (so separate memories). And lastly, assume correct inter-frame synchronization.
I see two general possible ways of updating a vertex buffer:
Map + memcpy + unmap into the staging buffer, followed by a transient (single command) command buffer that contains a vkCmdCopyBuffer, submit it to the graphics queue and wait for the queue to idle, then free the transient command buffer. After that submit the regular frame draw queue to the graphics queue as usual. This is the code used on https://vulkan-tutorial.com (for example, this .cpp file).
Similar to above, only instead use additional semaphores to signal after the staging buffer copy submit, and wait in the regular frame draw submit, thus skipping the "wait-for-idle" command.
#2 sort of makes sense to me, and I've repeatedly read not to do any "wait-for-idle" operations in Vulkan because it synchronizes the CPU with the GPU, but I've never seen it used in any tutorial or example online. What do the pros usually do if the vertex buffer has to be updated relatively often?
First, if you allocated coherent memory, then you almost certainly did so in order to access it from the CPU. Which requires mapping it. Vulkan is not OpenGL; there is no requirement that memory be unmapped before it can be used (and OpenGL doesn't even have that requirement anymore).
Unmapping memory should only ever be done when you are about to delete the memory allocation itself.
Second, if you think of an idea that involves having the CPU wait for a queue or device to idle before proceeding, then you have come up with a bad idea and should use a different one. The only time you should wait for a device to idle is when you want to destroy the device.
Tutorial code should not be trusted to give best practices. It is often intended to be simple, to make it easy to understand a concept. Simple Vulkan code often gets in the way of performance (and if you don't care about performance, you shouldn't be using Vulkan).
In any case, there is no "most generally correct way" to do most things in Vulkan. There are lots of definitely incorrect ways, but no "generally do this" advice. Vulkan is a low-level, explicit API, and the result of that is that you need to apply Vulkan's tools to your specific circumstances. And maybe profile on different hardware.
For example, if you're generating completely new vertex data every frame, it may be better to see if the implementation can read vertex data directly from coherent memory, so that there's no need for a staging buffer at all. Yes, the reads may be slower, but the overall process may be faster than a transfer followed by a read.
Then again, it may not. It may be faster on some hardware, and slower on others. And some hardware may not allow you to use coherent memory for any buffer that has the vertex input usage at all. And even if it's allowed, you may be able to do other work during the transfer, and thus the GPU spends minimal time waiting before reading the transferred data. And some hardware has a small pool of device-local memory which you can directly write to from the CPU; this memory is meant for these kinds of streaming applications.
If you are going to do staging however, then your choices are primarily about which queue you submit the transfer operation on (assuming the hardware has multiple queues). And this primarily relates to how much latency you're willing to endure.
For example, if you're streaming data for a large terrain system, then it's probably OK if it takes a frame or two for the vertex data to be usable on the GPU. In that case, you should look for an alternative, transfer-only queue on which to perform the copy from the staging buffer to the primary memory. If you do, then you'll need to make sure that later commands which use the eventual results synchronize with that queue, which will need to be done via a semaphore.
If you're in a low-latency scenario where the data being transferred needs to be used this frame, then it may be better to submit both to the same queue. You could use an event to synchronize them rather than a semaphore. But you should also endeavor to put some kind of unrelated work between the transfer and the rendering operation, so that you can take advantage of some degree of parallelism in operations.

MIPS Architecture : NOP (No-Operation) Vs Data Forwarding in Hazard Prevention

I learnt in computer architecture course that, data hazard can be prevented by using several arbitrary, independent nop instructions in between two mutually dependent instructions. This can be done at assembly level in compiler design.
The alternative way to avoid data hazard is to use data forwarding.
I am bit confused, How these two alternatives differ as far as performance, speed and hardware is concerned. Because as per my knowledge data forwarding is to be implemented at hardware level, whereas nop can be implemented at assembly level.
Anybody please explain me which approach is better if we consider factors such as performance, speed, hardware etc?
Thanks.
Obviously, having the compiler insert nops into the code stream to fill pipeline slots allows hardware to be simplified which can reduce the duration of a pipeline stage or the depth of the pipeline, reduce design effort (time to market, project risk, design cost), or allow a full processor core to fit on a single chip (which helps performance). However, this benefit is tiny compared to the loss of performance from not using forwarding. Higher latency for dependent instructions is very bad for typical programs.
The MIPS R2000, which had both delayed branches and delayed loads, provided result forwarding. (MIPS is an acronym for "Microprocessor without Interlocked Pipeline Stages"). Delayed loads were soon removed from MIPS (which was possible because such did not affect binary compatibility of correct code). The use of delayed instructions was partially from a belief that most delay slots could be filled by the compiler with useful instructions and partially from believing that the increase in code size was not important relative to the simplification of hardware.
Reducing the latency of a load operation was not practical, so the pipeline would need to be stalled for a cycle anyway. The cost of a nop is in cache and memory capacity effects (i.e., the effect of lower code density), and in some cases a single load delay slot could be filled.
Exposing the pipeline organization also has implications for binary compatibility. Later binary compatible implementations must accommodate the ISA designed for the original pipeline organization. A single delayed branch slot works reasonably well for a simple 5-stage scalar implementation (it can be filled with a useful instruction most of the time and allows zero-effective-delay branches [i.e., no stall to resolve the branch or prediction and flushing the pipeline on misprediction]), but when the pipeline is deepened (or made wider) prediction or stalling becomes necessary anyway.
If sufficient parallelism exists in the targeted workloads, hardware simplicity is sufficiently important, and binary compatibility is not a problem, then exposing a pipeline with minimal support for dynamically detecting and handling stall conditions may be sensible. (There are also ways of encoding nops that avoid most of the code size expansion issues.) Having reliably sufficient parallelism (whether instruction-level or thread-level) allows the avoiding of nops; by compiler scheduling with instruction-level parallelism or by hardware thread interleaving with thread-level parallelism.
Hardware simplicity tends to reduce energy per unit of work (as well as chip area), and many modern designs are limited by power use. It also makes sense to perform optimizations at compile time (when they are less latency critical and can be done once rather than each time the code is executed) if the storage and communication cost of additional information is not too expensive (assuming information necessary to perform the optimization is available at compile time [dynamic branch prediction is a classic example of where dynamic information is helpful]).
Well, basically since hardware is optimised with feed forwarding, there has to be no use of explicitly declared software NOPs. But that's not the case.
Though, feed forwarding proves helpful in reducing data hazards, but some hazards cannot be dealt with feed forwarding. It just isn't possible.
Eg.
beq R1,R5,label
instruction 2nd
Here the instruction 2nd will not be fetched until instruction 1 has completed its execution stage and decided whether or not to branch. Until then the 2nd instruction has to be stalled. (stalled for 2 memory cycles). This is done by software by sending out NOPs.
With improvements in technology and hardware optimizations, the beq instruction can complete its execution stage in its register fetch/decode stage by inserting a comparator in the fetch stage itself. Even so, the 2nd instruction will be stalled for(1 memory cycle now). Again NOP is needed.

Is it possible that in MIPS an instruction's certain steps come before that of its predecessor in a pipelined structure?

This is a problem about computer architecture and hope somebody has a clue. More specifically, it is about MIPS instruction pipelined flow. But I feel obscured about some aspects of it. Because I currently do not have enough reputation so I cannot post a image.
Does an S (stall) mean no following instructions can utilize the time slot taken by the stall?
Can two consecutive instructions both have X (execute) in the same time slot?
Is it possible that the M (Memory Access) and W (Write Back) of an instruction come before that of its predecessor in a pipelined structure????
In the situation of a loop and the last instruction is a repetition of the first instruction, why there are 2 F's (fetch) in the last instruction?
For issue 1, in a simple, scalar pipeline, a stall introduces a pipeline bubble which cannot be "popped". To allow an instruction later in program order to fill a pipeline bubble, that instruction would have to go past the stalled instruction. Supporting such reordering of instructions increases the complexity of the pipeline, which tends to increase design and production costs and to increase either pipeline depth or cycle time (as well as use more energy per active cycle [out-of-order execution can be more energy efficient in total even when more energy is used when active]). The mechanisms needed to support such reordering also increases the complexity of explaining pipelines.
For issue 2, with a more complex pipeline it is possible to begin execution of more than one instruction at the same time. Such processors are called superscalar. With in-order execution, only instructions in a consecutive sequence (in program order) can begin execution at the same time, and this requires that the instructions do not have data dependencies and that sufficient hardware resources are available to execute the instructions and handle their results. For an in-order microarchitecture, the width of the earlier pipeline stages is typically the same as the width of later pipeline stages, though buffering would allow multiple instructions to accumulate behind a stall.
(Even at only two-wide execution, there are usually additional restrictions on what kinds of instructions can be executed in parallel. E.g., one execution port might not handle memory accesses or branches while the other execution port might handle those instructions but not shifts or multiplies. Having two copies of hardware for relatively expensive operations [like shifts and multiplies] increases size and limiting the data paths for memory accesses and branches can simplify design and potentially reduce delay.)
For issue 3, out-of-order execution allows the reordering of instructions, so an instruction later in program order could execute and writeback results to the register file before an earlier instruction. With some additional complexity in handling exceptions/interrupts and arbitrating register write port use (or increasing the number of write ports), it is also possible for an in-order processor to writeback results out of program order. The Motorola 88110 (from the early 1990s) is an example of a processor which did such. In order to handle exceptions, the 88110 had a history buffer to hold data that is overwritten by instructions that are later in program order than where the exception is. The 88110 had two additional read ports to each of the register files to read the data in the destination registers and write such to the history buffer.
For issue 4, I am guessing that you mean the case where the body of the loop is composed on only one instruction. For a typical RISC instruction set the branch instruction controlling the loop is a separate instruction from the instruction performing a computation or memory access, so the loop would actually contain two instructions. (Power, formerly PowerPC, could have a one instruction delay loop using branch on counter which decrements the special counter register, but optimizing instruction fetch for a simple implementation for such peculiar code would be foolish.)
For the simple classic 5-stage pipeline with delayed branches, it does not make sense from a performance perspective to avoid an instruction cache access since the loop branch does not introduce a pipeline bubble even when taken. This means that there is no opportunity to execute more instructions. However, in some microarchitectures where redirecting instruction fetch to a non-sequential address introduces a pipeline bubble (particularly if from instruction fetch taking more than one cycle), providing a small fast-access buffer can improve performance. (Instruction fetch bandwidth limitations could also justify a buffer for performance; a small buffer could provide higher bandwidth than a large cache or an off-chip memory.) In addition, to reduce energy use, the use of a loop buffer makes considerable sense, but one would almost certainly not want to limit the size of the buffer to only two instructions (the branch plus one "body" instruction) because such tiny loops are rare and even increasing the buffer size to eight instructions would only add a modest amount of hardware.
In order to specially handle the case of small bodied loops, such loops must be detected. While the buffer could always be filled with the last N instructions (to avoid the first encounter of the short backward branch not "hitting" in the loop buffer--and such a buffer could also even out variations in instruction fetch which might be caused by crossing cache line boundaries, cache misses, fetch redirection delays, etc.), it would be necessary to check each branch instruction to see if it targeted an instruction within the buffer. (It would even be possible to provide a special storage for the loop branch instruction since storage is only needed for the condition checked, a small index into the loop buffer and an indication of where the branch is, but short loops are probably not sufficiently common for such specialized hardware.) In effect, a loop buffer can be a very small Level 0 instruction cache
(A branch target instruction cache [BTIC] is a mechanism similar to a loop buffer, but instead of caching instructions only from the target of the most recent loop branch a BTIC caches instructions from the targets of a number of recent branches. BTICs are primarily used to hide instruction fetch latency.)
When teaching pipelines, such complicating factors are usually avoided initially.

Do spin locks always require a memory barrier? Is spinning on a memory barrier expensive?

I wrote some lock-free code that works fine with local
reads, under most conditions.
Does local spinning on a memory read necessarily imply I
have to ALWAYS insert a memory barrier before the spinning
read?
(To validate this, I managed to produce a reader/writer
combination which results in a reader never seeing the
written value, under certain very specific
conditions--dedicated CPU, process attached to CPU,
optimizer turned all the way up, no other work done in the
loop--so the arrows do point in that direction, but I'm not
entirely sure about the cost of spinning through a memory
barrier.)
What is the cost of spinning through a memory barrier if
there is nothing to be flushed in the cache's store buffer?
i.e., all the process is doing (in C) is
while ( 1 ) {
__sync_synchronize();
v = value;
if ( v != 0 ) {
... something ...
}
}
Am I correct to assume that it's free and it won't encumber
the memory bus with any traffic?
Another way to put this is to ask: does a memory barrier do
anything more than: flush the store buffer, apply the
invalidations to it, and prevent the compiler from
reordering reads/writes across its location?
Disassembling, __sync_synchronize() appears to translate into:
lock orl
From the Intel manual (similarly nebulous for the neophyte):
Volume 3A: System Programming Guide, Part 1 -- 8.1.2
Bus Locking
Intel 64 and IA-32 processors provide a LOCK# signal that
is asserted automatically during certain critical memory
operations to lock the system bus or equivalent link.
While this output signal is asserted, requests from other
processors or bus agents for control of the bus are
blocked.
[...]
For the P6 and more recent processor families, if the
memory area being accessed is cached internally in the
processor, the LOCK# signal is generally not asserted;
instead, locking is only applied to the processor’s caches
(see Section 8.1.4, “Effects of a LOCK Operation on
Internal Processor Caches”).
My translation: "when you say LOCK, this would be expensive, but we're
only doing it where necessary."
#BlankXavier:
I did test that if the writer does not explicitly push out the write from the store buffer and it is the only process running on that CPU, the reader may never see the effect of the writer (I can reproduce it with a test program, but as I mentioned above, it happens only with a specific test, with specific compilation options and dedicated core assignments--my algorithm works fine, it's only when I got curious about how this works and wrote the explicit test that I realized it could potentially have a problem down the road).
I think by default simple writes are WB writes (Write Back), which means they don't get flushed out immediately, but reads will take their most recent value (I think they call that "store forwarding"). So I use a CAS instruction for the writer. I discovered in the Intel manual all these different types of write implementations (UC, WC, WT, WB, WP), Intel vol 3A chap 11-10, still learning about them.
My uncertainty is on the reader's side: I understand from McKenney's paper that there is also an invalidation queue, a queue of incoming invalidations from the bus into the cache. I'm not sure how this part works. In particular, you seem to imply that looping through a normal read (i.e., non-LOCK'ed, without a barrier, and using volatile only to insure the optimizer leaves the read once compiled) will check into the "invalidation queue" every time (if such a thing exists). If a simple read is not good enough (i.e. could read an old cache line which still appears valid pending a queued invalidation (that sounds a bit incoherent to me too, but how do invalidation queues work then?)), then an atomic read would be necessary and my question is: in this case, will this have any impact on the bus? (I think probably not.)
I'm still reading my way through the Intel manual and while I see a great discussion of store forwarding, I haven't found a good discussion of invalidation queues. I've decided to convert my C code into ASM and experiment, I think this is the best way to really get a feel for how this works.
The "xchg reg,[mem]" instruction will signal its lock intention over the LOCK pin of the core. This signal weaves its way past other cores and caches down to the bus-mastering buses (PCI variants etc) which will finish what they are doing and eventually the LOCKA (acknowledge) pin will signal the CPU that the xchg may complete. Then the LOCK signal is shut off. This sequence can take a long time (hundreds of CPU cycles or more) to complete. Afterwards the appropriate cache lines of the other cores will have been invalidated and you will have a known state, i e one that has ben synchronized between the cores.
The xchg instruction is all that is neccessary to implement an atomic lock. If the lock itself is successful you have access to the resource that you have defined the lock to control access to. Such a resource could be a memory area, a file, a device, a function or what have you. Still, it is always up to the programmer to write code that uses this resource when it's been locked and doesn't when it hasn't. Typically the code sequence following a successful lock should be made as short as possible such that other code will be hindered as little as possible from acquiring access to the resource.
Keep in mind that if the lock wasn't successful you need to try again by issuing a new xchg.
"Lock free" is an appealing concept but it requires the elimination of shared resources. If your application has two or more cores simultaneously reading from and writing to a common memory address "lock free" is not an option.
I may well not properly have understood the question, but...
If you're spinning, one problem is the compiler optimizing your spin away. Volatile solves this.
The memory barrier, if you have one, will be issued by the writer to the spin lock, not the reader. The writer doesn't actually have to use one - doing so ensures the write is pushed out immediately, but it'll go out pretty soon anyway.
The barrier prevents for a thread executing that code re-ordering across it's location, which is its other cost.
Keep in mind that barriers typically are used to order sets of memory accesses, so your code could very likely also need barriers in other places. For example, it wouldn't be uncommon for the barrier requirement to look like this instead:
while ( 1 ) {
v = pShared->value;
__acquire_barrier() ;
if ( v != 0 ) {
foo( pShared->something ) ;
}
}
This barrier would prevent loads and stores in the if block (ie: pShared->something) from executing before the value load is complete. A typical example is that you have some "producer" that used a store of v != 0 to flag that some other memory (pShared->something) is in some other expected state, as in:
pShared->something = 1 ; // was 0
__release_barrier() ;
pShared->value = 1 ; // was 0
In this typical producer consumer scenario, you'll almost always need paired barriers, one for the store that flags that the auxiliary memory is visible (so that the effects of the value store aren't seen before the something store), and one barrier for the consumer (so that the something load isn't started before the value load is complete).
Those barriers are also platform specific. For example, on powerpc (using the xlC compiler), you'd use __isync() and __lwsync() for the consumer and producer respectively. What barriers are required may also depend on the mechanism that you use for the store and load of value. If you've used an atomic intrinsic that results in an intel LOCK (perhaps implicit), then this will introduce an implicit barrier, so you may not need anything. Additionally, you'll likely also need to judicious use of volatile (or preferably use an atomic implementation that does so under the covers) in order to get the compiler to do what you want.