Predictable Programming on a Precision Timed Architecture

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1 Predictable Programming on a Precision Timed Architecture Ben Lickly, Isaac Liu, Hiren Patel, Edward Lee, University of California, Berkeley Sungjun Kim, Stephen Edwards, Columbia University, New York Presented By Ashutosh Dhekne PhD Student, University of Illinios at Urbana Champaign

2 Goal of the Paper Rethink processor architecture to provide predictable timing Why such a stance? CPU Caching RAM Current computers optimized for average performance Too many time saving tricks that complicate WCET analysis Pipelined Execution How to achieve it? Exposed memory hierarchies Thread interleaved pipelining Deadline instructions CPU RAM Virtual Memory CPU fx perf Frequency Scaling

3 Words that Stick [link]

4 MMU External Material Drawn from memory The Familiar Architecture (x86) Processor (CISC) Main Memory Instruction Pipeline ALUs Cache Try Low Latency Cache Cache Miss High Latency Paging IO - DMA DMA Internal Registers Task Switch Regs Transparent to Program HDD

5 MMU Paper Innovations The PRET Architecture Processor (RISC) Scratchpad Memory (Part of Memory Address Space) Main Memory Thread Interleaved Pipeline Code ALUs M/M IO Data 5 4 DMA Thread Controller Register File Register File Register File Register File Memory Wheel

6 Main Memory 0x x00000FFF 0x3F x x405FFFFF 0x xFFFFFFFF Boot code used by each thread on startup. Initializes all the registers Shared Data 8MB between multiple threads Thread local instructions and data (1MB per thread) 512KB for instruction, 512KB for data Memory Mapped IO The Memory Wheel 1 2 I am feeling lucky! Access the Main Memory only through the Memory Wheel 13 cycle slotted time to access the Main Memory TDMA access creates false busy resource impression In the worst case, 90 cycles are required to access memory bounded worst case

7 External Material Drawn from memory Instruction Pipelines Can we keep the pipeline always running? What about Data Hazards, Control Hazards, Structural Hazards? Instruction 0 Instruction 1 Instruction 2 Instruction 3 Instruction 4 Instruction 5 Instruction 6 Instruction 7

8 Derived from: Precision Timed Machines, Isaac Liu Thread-Interleaved Pipelines What if we thread interleave pipelines, instead? Can we avoid all pipeline hazards? Thread 0 Thread 1 Thread 2 Thread 3 Thread 4 Thread 0 Thread 1 Thread 2

9 Derived from: Precision Timed Machines, Isaac Liu Hazardless Pipeline Not Quite Can we ensure no hazards in thread interleaved pipelines? Always fill the pipelines with instructions from distinct threads No explicit control dependencies between threads No Control Hazard Long latency instructions; prevent two from same thread No Data Hazard Very few concurrent threads; push in NOPs No Data Hazard Access to multi-cycle shared resources (eg. Memory) Structural Hazard TDMA access to the shared resources removes timing dependencies Nonetheless, removing interdependence between pipeline units eases timing analysis

10 Deadline hit Deadline miss Derived from: Precision Timed Machines, Isaac Liu Deadline Handling Deadline of Task 1A) Finish the task and detect at the end, if the deadline was missed 1B) Immediately handle a missed deadline 2A) Continue with next task 2B) Stall before next task Task Next Task Deadline Miss Handler Preemption Stall

11 Deadline hit Deadline miss Derived from: Precision Timed Machines, Isaac Liu Deadline Handling Deadline of Task 1A) Finish the task and detect at the end, if the deadline was missed 1B) Immediately handle a missed deadline Future Work 2A) Continue with next task 2B) Stall before next task Task Next Task Deadline Miss Handler Preemption Stall

12 The Deadline Instruction A per-thread Deadline Register t i DEAD(x) blocks until t i reaches zero It then loads the value x in the register and executes next instruction The paper does not handle missing deadlines Producer int main() { DEAD(28); volatile unsigned int *buf = (unsigned int*) (0x3F800200); unsigned int i = 0; for (i=0; ; i++) { DEAD(26); *buf = i; } return 0; } Register t i is loaded with value 28 Program waits here until t i becomes zero, then loads 26. If program returns here due to the loop, it might wait again. The deadline register is checked in the register access stage and replayed until it becomes zero

13 Example Game Commands Command Queues Commands Pixel Data Even Buffer Odd Buffer Pixel Data Game Logic Thread Swap 2 Graphics Controller Thread Swap 2 Video Driver Thread 1 New graphics available (Sync Request) 1 Refresh Screen (VSync Request) Sync Complete (Queue Swapped) 3 VSync (Frame Buffer Swapped) 3

14 VGA Real-time Constraints VGA Vsync Time VGA Hsync Time Sixteen Pixels at a time

15 Experiences from the Two Samples It is possible to provide timing guarantees using the PRET architecture But, timing calculations by hand are error-prone Automated tools will be provided in the future The underlying architecture lacks synchronization primitives Simple synchronization can be achieved using the deadline instructions

16 Comparison with the LEON3 Average case time degradation is studied PRET shows significant degradation due to lack of parallel threads None of the special PRET features are used Degradation factor < 6; no pipeline hazard advantage?

17 Conclusions The paper builds a remarkable architecture using SystemC model It introduces new instruction for one type of deadlines PRET keeps memory hierarchy and time differences exposed to user The model runs actual C programs and a small game Somewhat unfair comparison between LEON3 and PRET at the end It is possible to modify a RISC processor to have predictable timing

18 Some Observations With a project of this scale, it is difficult to fit all details in a paper I had to refer to one of the author s thesis work to gain insights The memory wheel assumes all threads will use memory equally I would suggest reduce the LEON3 comparison; include more fundamental insights instead Overall the work is commendable Provides some thoughts not discussed in any previous paper A true systems level work Can off the shelf architectures provide a strict WCET mode?

19 Thanks!

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