Thesis Committee:
Professor Nader Bagherzadeh, Chair
Professor Fadi Kurdahi
Professor Nikil Dutt
Abstract of the Thesis viii
1. Introduction 1
1.1. The Problem 1
1.2. Related work 2
1.3. Overview of this thesis 5
2. Theory of Operation 6
2.1. A multithreading primer 6
2.2. Benefits and drawbacks of multithreading 8
2.2.1. Cache Effects 9
2.2.2. Instruction Scheduling 9
2.2.3. Branch Prediction 11
2.2.4. Hardware 12
2.2.5. Software 13
3. Architecture 15
3.1. Multithreaded SDSP architecture 15
3.1.1. Block Diagram 15
Cache / Memory Interface 16
Fetch Unit 17
Reorder Buffer / Instruction Window (RBIW) 18
Functional Units 19
3.2. New and Modified Units 21
3.2.1. Thread Control 21
3.2.2. Registers 21
3.3. Instruction Set 22
3.3.1. New instructions 22
m_fork(R), m_fork_n(R,N) 22
m_join(R), m_kill_all() 23
m_exclusive_run(on/off) 23
m_thread_num() 24
m_read_ipc_reg(R), m_write_ipc_reg(R,D), m_inc_ipc_reg(R), m_dec_ipc_reg(R) 24
3.3.2. Instructions for simulation only 25
m_get_shared(), m_set_shared() 25
m_quick_run(on/off) 25
m_marker(N) 26
3.4. Sharing of memory between threads 26
4. Simulator 28
4.1. Overview 28
4.2. Structure 28
4.2.1. Initialization 29
4.2.2. Scalar Preprocess Execution 29
4.2.3. Superscalar Modeling 29
4.2.4. Thread Scheduling 30
4.2.5. User Interface 31
4.2.6. Statistical Data Generation 32
4.3. Thread Memory Management 32
4.3.1. Shared Memory Model 33
4.3.2. Private (Non-Shared) Memory Model 34
4.3.3. Multiprogram Memory Model 36
4.4. Atomic transactions 37
4.5. Simulator internals 38
4.6. Simulator limitations and potential improvements 41
5. Benchmarks 43
5.1. The Multimedia Desktop Environment 43
5.2. Programming environment 44
5.3. Discussion of the individual benchmarks and datasets 45
5.3.1. Workload and datasets 45
5.3.2. Profile 48
5.3.3. Properties 48
6. Resource Analysis Results 55
6.1. Default parameters 55
6.2. Fetch limits 59
6.2.1. Fetch Block Size 59
6.2.2. Fetch Alignment: Prefetching 60
6.2.3. Branch Prediction 62
6.2.4. Instruction Cache 64
6.3. Data and pipeline limits 67
6.3.1. Functional Units: ALU, FPU, Load/Store 67
6.3.2. Data Cache 70
6.3.3. Instruction Window Depth 72
6.4. Thread parameters 73
6.4.1. Completion Slots 74
6.4.2. Thread Scheduling Algorithm 75
6.5. Interactions and other ideas 77
7. Conclusion 79
7.1. Discussion of results 79
7.2. What does it take to make multithreading viable 80
Bibliography 81
Appendix A: More about the Benchmarks 85
nlfilt: Non-Linear Filter for Image Enhancement 85
mpeg2e: MPEG II Video Compression 90
The second mpeg2e loop: fdct 95
pov: Persistence of Vision Raytracer 100
Appendix B: Simulator Reference 105
NAME 105
SYNOPSIS 105
DESCRIPTION 105
COMMAND LINE OPTIONS 106
Appendix C: Showstats Reference 126
NAME 126
SYNOPSIS 126
DESCRIPTION 126
COMMAND LINE ARGUMENTS 126
OUTPUT FORMATS 128
-table outputs: 128
-profile outputs: 141
Appendix D: Raw Data 144
CD ROM 14
A multithreaded microprocessor architecture is proposed that is optimized for common multimedia applications. The architecture is defined to support up to seven lightweight threads entirely in hardware, with instructions for managing, synchronizing, and communicating between these threads. Three different memory models are presented to simplify porting of applications: Shared Memory, Private Memory, and Multiprogram. A simulator is presented to accurately model program fetching, scheduling, and execution with an out of order issue superscalar processor based on the SDSP. Eleven benchmark applications are analyzed for single and multithread behavior including resource utilization, branch prediction accuracy, code growth, cycles per instruction, and others. Processor resource tradeoffs are compared and simulated: fetch block size, fetch alignment, branch prediction, instruction cache, functional units, data cache, Instruction Window depth, completion slots, and scheduling algorithm. The results of which indicate that 3 to 5 threads are sufficient to produce up to 20% higher instruction throughput.
Achieving high program execution rates can be accomplished in many ways. The instruction pipeline can be lengthened so that high clock rates can be used. The instructions can be made more complex to accomplish more every cycle. Instructions can be scheduled to execute more than one every cycle. All of these have been tried in commercially viable processors, but still more speed is needed. Over time, each of these will progress down their diverging paths, but eventually they will all reach their performance limits. [HAR94, WAL93b]
The super-pipelined processors have more complex forwarding logic or sacrifice execution of consecutive dependent instructions. The complex instruction set processors will reach the point where a few very powerful instructions will take up much of the processor resources, but are likely to be rarely used. The multiple issue processors reach the point where finding additional independent instructions becomes very expensive and the maximum utilization is only rarely achieved.
For this thesis, I look at a way of breaking out of the current limitations of multiple issue processors by specifying in the software groups of independent instructions called threads. The superscalar processor fetches from one of these threads each cycle and places the instructions into a common pool from which ready instructions can be executed out of order.
I focus on applications which are likely to be found on the typical desktop machine, which weighs heavily on multimedia. These applications are well suited to the multithreaded processor because of their data parallelism and task independence [DAN98, FLY98]. Traditional processor studies have focused on scientific programs as they have been the target applications for the high-end processors. Today, the consumer market is driving the high-end processors, and scientific machines are adapted from commercial silicon.
The SDSP architecture was developed by Steven Wallace [WAL93a] as a generic RISC microprocessor to study the multiple issue capability of superscalar architectures and tradeoffs. The processor consists of a central Reorder Buffer/Instruction Window (RBIW) which performs register renaming and out of order issue. The processor handles exceptions precisely by only retiring instructions in order as they shift down to the bottom of the RBIW. A VLSI design of the RBIW including the Scheduling Unit was done at 100MHz in .8 micron (1 micron drawn) CMOS by Nirav Dagli [DAG94] which demonstrates the feasibility of the architecture.
The SDSP has a history of multithreaded extensions. Manu Gulati [GUL94, GUL96] proposed a version with a partially shared register file, a deep Instruction Window, and full Instruction Window commit bypassing. Benchmarks were taken from multiprocessor benchmark suites, with speedups achieved in the range of 20-55%. Mat Loikkanen [LOI96] proposed a version that featured Thread Suspending Instruction Buffers which allow a long latency instruction to sit outside the Instruction Window, rather than require out of order commit. They are called Thread Suspending Instructions because when one of these instructions is fetched, that thread must be suspended or the single TSIB would not be able to prevent the Instruction Window from stalling. It has a partially shared register file. Long latency remote loads were added to the instruction set to provide for a distributed memory parallel processing model. The benchmarks were taken from multiprocessor benchmark suites and hand crafted in assembly to optimize the loops. Speedups as high as 3.3 times were achieved.
The Simultaneous Multithreading (SMT) processor designed by Dean Tullsen [TUL95] used independent programs interleaved each fetch cycle (more than one thread may be fetched every cycle) into a superscalar processor to increase resource utilization. It does not improve single program performance, but provides throughput increases. Jack Lo [LO97] modified the SMT architecture to support multithreaded applications, and compared the performance to that of a single chip multiprocessor to show that static resource partitioning leads to lower utilization and lower performance. Steven Wallace [WAL98] modified the SMT architecture to speculatively execute less-likely instructions in extra fetch slots and called it Threaded Multipath Execution. This increases single process performance by utilizing the mechanisms already in place for multithreading.
In 1991, Prasadh [PRA91] proposed interleaving instructions from multiple VLIW threads. The instructions were scheduled at compile time into independent VLIW groups of 4 instructions, then were dynamically interleaved from among all available threads to eliminate NOP's. Stephen Keckler and William Dally [KEC92] tried something similar, dividing instructions from compiler optimized VLIW threads to multiple Functional Unit clusters with a mechanism called processor coupling.
Matthew Farrens and Andrew Pleszkun [FAR91] used interleaving of instructions from multiple threads to mitigate the dependency problems of an in order issue deeply pipelined processor. This works only if enough threads are available. Single thread performance is poor.
Many examples exist of coarse grained threading, in which the switch takes several cycles to complete. Anant Agarwal [AGA92] proposed switching threads when network or memory latencies are encountered in the April Alewife multiprocessor. Richard Eickemeyer and his coworkers at IBM [EIC96] described using coarse grained switching on cache miss with transaction processing software. Soundararajan and Agarwal [SOU92] have a few hardware contexts, and many additional contexts in memory. The hardware contexts can hide cache miss latencies, while network latencies are hidden by a background switching of contexts to memory called dribbling registers.
Henk Corporaal [COR93] describes an architecture called Transport Triggered much like dataflow, in that programs are described as movements of data, and the operations are triggered when the data arrives. This can be considered very fine-grained multithreading, or simply a different way of expressing standard superscalar out of order execution.
Chapter 2 describes what can be accomplished by adding multithreading to a microprocessor. Chapter 3 shows the architecture of the processor. Chapter 4 describes the simulator with its capabilities and limitations as they pertain to getting clear, realistic data. Chapter 5 goes into detail on the multimedia benchmarks used, analyzing their properties and determining their suitability to operation in a multithreaded environment. Chapter 6 looks at the numbers generated by the simulator, showing trends in thread performance, resource requirements and thread related extensions to the processor. Chapter 7 brings together the conclusions in the previous two chapters and discusses the feasibility and promises of multithreading.
Appendix A goes into more detail on some of the benchmarks, and what it took to convert scalar applications to multithreaded ones. Appendix B is the Simulator reference, describing all of the parameters that have been varied in this thesis. Appendix C is the Showstats reference, explaining all of the fields in the data tables in both equation form and detailed description. Appendix D contains some of the raw data, as well as instructions on accessing all of the data in electronic form for those curious people with an idea that I missed something.
Programs are expressed as a series of operations. Some require the results of a previous instruction, and are said to be dependent. For example: X = A + B + C + D could be programmed as three instructions: Y = A + B, followed by Z = Y + C, followed by X = Z + D. As can be seen in the dataflow diagram Figure 2.1a, the second instruction is dependent on the first. The third is dependent on the second. This takes 3 cycles to complete since none of the instructions are independent.

The compiler could re-organize the program into Y = A + B, Z = C + D, X = Y + Z. In this case the second instruction could begin before the first one completed, exposing more parallelism to a superscalar microprocessor. The dataflow diagram in Figure 2.1.b shows that the third is still dependent on the first two, so the program takes 2 cycles to complete. This is a speedup of 33%.
A superscalar processor generally has an Instruction Window containing several instructions listed in program order, from which it can pick and choose several instructions to execute every cycle. This has the limitation of only looking at a small piece of the program at a time, and will seriously limit the amount of parallelism that can be exploited. The example equation given here could be effectively handled by today's superscalar processors because of the small size of the problem. If the + operation was something more complex with many instructions, a superscalar processor would be unable to see the parallelism.
The programmer or compiler can simplify the problem by splitting the program into threads as shown in Figure 2.2. Each thread has no dependencies between it and other threads of operation. This allows the threads to all be executed at the same time without the processor having to check for dependencies. In the example above, each equation now appears to the processor as part of independent instruction streams, and all can be executed at the same time, no matter how complex the operation is.

With just a few threads of execution, enough independent instructions can be found with a modest Instruction Window to saturate the execution ability of a superscalar processor which has a limited number of Functional Units.
The following sections discuss some of the benefits and problems to be expected in a processor capable of executing multiple instruction threads at the same time. These will be explored further in the results section later in the thesis to explain the experimental data. Table 2.1 summarizes them by category.
| PROs | CONs | |
| cache |
|
|
| scheduling |
|
|
| branch prediction |
|
|
| hardware |
|
|
| software |
|
|
The most common perception about multithreaded programs is that they have reduced cache locality. By having multiple different routines running concurrently, there is a potential for instruction and Data Cache conflicts to occur. However, fine grained threads such as is supported on this processor, are often executing the same section of code so that Instruction Cache entries for one thread are the same ones going to be requested by other threads. Data Cache locality is not likely to significantly change when a routine is multithreaded. The same data is going to be accessed by one thread in order, or by multiple threads slightly out of order. Whether the locality of reference for instruction or Data Cache is likely to increase or decrease is dependent on the nature of the code being executed.
The penalty for a cache miss is much less on a multithreaded microprocessor. For data misses, there are more independent instructions that belong to other threads that can be executed while the data is fetched. For Instruction Cache misses, again other threads are available to be fetched, so long as a non-blocking Instruction Cache is used. The non-blocking Instruction Cache is useless to a single threaded processor.
By interleaving blocks of instructions from different threads in the Instruction Window, fewer of the instructions available to the Scheduler have dependencies. This allows more instructions to be issued early in the Window, when they have more time to complete [TUL95].
A load instruction cannot be issued before a prior store instruction because the dependency check using addresses is too complicated for the Scheduling Unit [WAL93a, DAG94]. This can be relaxed for multiple threads, since each thread can have a separate sequential state. By allowing loads to pass stores from different threads, there are additional opportunities to better utilize the Load/Store Units.
A long latency instruction does not mean a stalled pipeline in a multithreaded processor. The only reason that instructions must commit in program order is the requirement for precise exception handling. By having independent threads in the window, different threads may commit out of order with respect to each other without sacrificing the exception handling ability. Thus, a stall by one thread would not stall the entire Instruction Window [GUL94]. By giving a thread with one of these instructions in the window a low priority, the processor will not have as many dependent instructions waiting and blocking other threads from using the processor's resources.
Some instructions take too long to execute and can never complete before reaching the end of the Instruction Window. These include Floating Point computations and Load instruction Data Cache (DCache) misses. In tight loops or synchronized threads, more than one thread is likely to have one of these instructions in the window at the same time. Since there is no data dependency between the threads, they can all be executing in different Functional Units (presuming there are enough resources) at the same time, turning several separate long stalls into just one. I call this effect Stall Sharing.
The same thing that leads to Stall Sharing, namely multiple threads executing the same code with the same type of resources being needed at the same time, may also result in resource shortages. If there are not enough resources available, some ready instructions may sit around waiting for a Functional Unit.
A single thread processor with a mispredicted branch will result in 1 to 4 fetch cycles grabbing useless instructions. With multiple active threads, some or all of these cycles will be spent fetching from other threads, minimizing the number of invalid instructions fetched. With the reduced dependencies mentioned above in instruction scheduling, branches are often resolved earlier in the window, further reducing bad branch fetching.
If two threads are executing loops of the same code, but with different data, the branch predictor can make poor predictions for one or both of those threads. For example, if low values branch one way while high values branch the other, and two threads are working the same routine through a dataset from opposite ends, the branch history of each thread would be different.
Alternatively, the two threads executing loops of the same code could have constructive effects on prediction accuracy. If the loops are doing the same type of operation in each thread, their branch patterns are likely to be similar, allowing the predictor to learn the pattern more quickly and thus make more correct decisions.
Again, whether branch prediction improves or degrades is dependent on the routines being executed. The branch predictor could be designed to keep predictions for each thread separate, but at the cost of increasing its size or reducing its effectiveness for a single thread.
With the lower dependence on branch prediction, a much simpler algorithm can be implemented without degrading performance as much as on a single threaded processor. This additional space saving can be used for implementing the additional hardware described below that multithreading requires.
The higher instruction throughput of a multithreaded processor will increase the resource utilization. This can be a good thing, considering that the same resources are now being used more effectively. It can also mean that some resources now become over utilized, and may become new bottlenecks. This can lead to decisions to add more resources like Functional Units or issue ports.
The only new Functional Unit is the Thread Control Unit. It handles forks and joins, as well as controlling exclusive_run locking, identifying thread numbers, and storing ipc_reg registers.
For each thread, a full set of registers is needed. This makes the register file for an n-way threaded processor n times as large. This processor architecture only accesses registers at instruction fetch and retire, and is done one fetch block at a time. Only one thread's register file is accessed for reads and one for writes each cycle. This fact will help reduce the complexity of the large register file.
The Instruction Window needs to store the thread number for each instruction, which also acts as the upper bits of the register number during register remapping. The thread number is checked when scheduling the Load/Store Unit. The thread number also must be checked when instructions are being invalidated due to exceptions or branch mispredictions.
The non-blocking Instruction Cache described above takes slightly more area than a blocking cache. This can be achieved by making the cache dual ported, or less expensively by adding additional buffering or partitioning into independent banks.
Relative to lightweight hardware threads, Operating System controlled threads are expensive to switch. By having multiple lightweight thread contexts in hardware, the required number of Operating System controlled context switches is reduced. Since many of these multimedia applications already have many threads, the additional support in hardware will reduce the demands on the Operating System to schedule and switch them.
The additional instructions involved in forking threads, then setting up their registers, handling data locks, synchronizing, and finally joining, creates a certain amount of code growth. These are more instructions that do not apply directly to complete the original program, but must now be executed as well. In the benchmarks simulated, this overhead was anywhere from 6 to over 100 instructions per thread fork.
The multithreaded extensions are a minor change to the SDSP architecture [WAL93a, WAL96]. Figure 3.1 shows the system block diagram. The only new item is the Thread Control Unit. Minor internal changes were made to other units to support or enhance the multithreaded operation.

The Fetch Unit takes information from the Branch Prediction and Thread Control to generate addresses for the instruction stream. Instructions come through the Fetch Unit, which passes them to the Instruction Window while it scans for branches that need predicting, and in some configurations, prefetch buffering is done.
Instructions enter the Instruction Window, which is a FIFO of instructions to execute. The Reorder Buffer contains the source and destination register values or tags, and shifts in lock-step with the Instruction Window. Together, these two units are called the RBIW, after the two abbreviations. When an instruction in the RBIW is ready to execute, it is sent to one of the Functional Units. Results are passed back to the Reorder Buffer to update the register state and pass along to the following instructions.
If instructions are complete when they reach the bottom of the Instruction Window, they are retired. The result of any branches is passed back to the Branch Prediction Unit, and registers are committed to the Register File. If the instructions are not complete when they reach the end of the Instruction Window, the fetch process is stalled until the instructions complete.
Each unit is described in further detail below.
The Instruction Cache contains a copy of the most recently used instruction memory contents. Instructions are fetched from here if they are present. If not, the requested fetch fails and the Scheduling Unit will select a different thread for the next cycle's fetch. Meanwhile, the data is requested from the next level of the memory hierarchy, L2 Cache or Main Memory. The Thread Scheduler is notified when the instructions are ready, so it can re-try the failed instruction fetch.
If while a cache fill is in progress, a different thread misses, then its request is queued up behind the current one. The latency between request and completion of a cache fill is modeled at 5 cycles, but consecutive requests complete at a minimum interval of 3 cycles, representing a pipelined fill.
The Data Cache works in much the same way, but communicates with the Load/Store Unit. When a load or store misses the cache, it is set aside while the cache fill progresses. Consecutive misses are queued up as in the Instruction Cache with the same delays, the maximum of 5 cycles latency or 3 cycles interval.
Instructions come through the Fetch Unit on their way to the Instruction Window, are decoded, scanned for branches, and in some configurations are buffered.
For each block of instructions, a lookup is done in the Branch Target Buffer (BTB) to see if there is a record of this being a known branch. Two bit branch prediction [YOU95] is used to provide reasonable accuracy of the prediction. If a branch is predicted, a new address is used the next cycle in which that thread is fetched, otherwise, the next sequential address is used.
The prefetch buffer may be used to store up instructions that are ready to enter the Instruction Window. In the simplest model, no prefetch buffering occurs and only instructions that fall within the cache block are passed on. The next model called self-aligned or dual fetch, does not buffer the instructions, but always fetches two consecutive cache lines and aligns them to remove any empty instruction slots at the beginning of the block. The full prefetching model described by Wallace [WAL96], but unused in this thesis, uses a double length cache line, and keeps the unused instructions in its buffer for the next time that thread is fetched. With this, most instruction alignment problems are eliminated, but upon reaching a mispredicted branch, this must also be invalidated. The final prefetch model, ideal, simply assumes that this prefetching works 100% of the time and every cycle can fetch a full fetch block of instructions.
Together, the Reorder Buffer and the Instruction Window make up the core of the processor. Instructions are kept in order here while executed out of order by the Functional Units. Registers are kept with instructions. If the register contents are known, the value is read during decode and stored in the Reorder Buffer. If the value has not yet been calculated by an earlier instruction still in the window, the tag number for that upcoming result is stored instead. When the earlier instruction completes, the tag is replaced by the result. When all operands of an instruction are ready, the instruction is eligible for scheduling to a Functional Unit the following cycle. The scheduler gives priority to the oldest instructions that are ready. When an instruction finally is assigned to a Functional Unit, it passes is source register values along, and waits for the result.
Each cycle, instructions in the bottom of the RBIW are checked for completion. If all instructions in the bottom block are done, their destination registers are committed to the Register File, and the instructions are retired (discarded). The result of branches is also passed back to the Branch Prediction Unit to update its history.
There are several Functional Units so that more than one instruction may be processed at the same time. Each instruction is assigned a source and destination data path to the RBIW. There are Integer, Floating Point, Load/Store, and Thread Units.
The Integer Units are the most plentiful, and can process any integer arithmetic or logic operation. Some Units may not have multiply or divide capability, as these are not as common of operations. The scheduler is aware of which Units can perform which operations.
The Floating Point Units are more expensive, in terms of real estate and turnaround time. It may take several cycles for a complex floating point operation to return its value. Some types of operations could be pipelined through this unit, so more than one operation may be in progress at any one time. Others such as divide, do not allow pipelined operation, and will block further instructions from entering. Table 1 shows the latency involved with each floating point instruction.
| Single Precision Floating Point Instructions | Double Precision Floating Point Instructions | ||
| 1 | abs_s, neg_s | 2 | abs_d, neg_d |
| 3 | c_eq_s, c_ne_s, c_ge_s, c_lt_s | 3 | c_eq_d, c_ne_d, c_ge_d, c_lt_d |
| 5 | cvt_d_s, cvt_s_w, cvt_w_s | 5 | cvt_d_w, cvt_s_d, cvt_w_d |
| 5 | round_w_s, trunc_w_s, ceil_w_s, floor_w_s | 5 | round_w_d, trunk_w_d, ceil_w_d, floor_w_d |
| 10 | add_s, sub_s | 15 | add_d, sub_d |
| 10 | mul_s | 15 | mul_d |
| 20 | div_s | 25 | div_d |
| 40 | sqrt_s | 80 | sqrt_d |
The Load/Store Unit is capable of queuing up store operations, while safely doing loads by checking the queue before reading memory. In the event of an exception in the RBIW, some queued up stores may need to be invalidated, so this unit is notified in such an event. Note that stores cannot exit the Store Queue until after their corresponding instruction has retired from the Instruction Window, as the potential exists for an exception.
The Thread Control Unit handles m_fork() and m_join() instructions, as well as maintaining the state of all IPC_reg registers. It also communicates with the Fetch Unit to do a round-robin fetch of the different threads. From the Instruction Window, it appears as a Functional Unit.
The standard SDSP register set consists of 31 integer registers plus register 0 which is hardwired to a value of zero. Each thread, however, has an independent set of these 31 registers. The initial value in the registers for a new thread is undefined after a fork. This means the hardware does not need to copy or initialize the register contents every time a new thread is started. The penalty is that register variables cannot be used across thread forks. For the case where a procedure call immediately follows a fork, this should not be a problem, but for forking inside a tight loop, this can be disadvantageous, as the data must be stored in memory or one of the IPC_reg registers.
By copying a subset of the registers on each fork, then this problem could be minimized. To minimize the architecture changes, I chose not to do this, and let the software copy registers it needs on a case-by-case basis.
The SDSP architecture defined by Steve Wallace [WAL93a] has a RISC instruction set. All operations are register-to-register, and contain up to two source and one destination registers. In addition to the existing instruction set, several new instructions to support multithreading were added.
The instructions listed below are shown as they appear in C sourcecode, much like function calls, but they are compiled into opcodes by gcc_sdsp.
| R | IPC_reg register number |
| N | an integer number |
| on/off | a boolean (an integer in C) |
| D | an integer data value |
The fork instructions are the core of the multithreaded instructions. When a m_fork() instruction is encountered, a new thread context is created. The new thread has the same PC and register contents. The variation m_fork_n() takes an additional input N, and creates several threads. Each time a new thread is created, the IPC_REG specified by R is incremented.
The m_join() instruction is used to terminate threads. The IPC_REG specified by R is decremented. If the number goes below 0, then this was the last thread to reach the m_join() and is allowed to continue. Otherwise, the thread is terminated and its resources are de-allocated. In private-memory simulator mode, thread 0 is always the one to continue after a join because it simulates the quickest. The m_kill_all() instruction is used primarily for catastrophic error handling, as it immediately terminates all threads except one. It can also be used for some applications in which many threads are looking for a solution, and the first to find one can call off the hunt by killing all other threads. This is not used in any of my benchmarks except in its error handling role.
For atomic transactions, the m_exclusive_run() instruction can be used to suspend all other threads during the critical section of code. This is particularly useful for isolating sections of the benchmark that contain non-reentrant library calls (notably malloc and printf), or merely sections that behave poorly in a multithreaded environment. If a join is encountered during exclusive_run, then exclusive_run is turned off.
The instruction m_thread_num() allows the thread to find out which number it is. Threads can use this information any way they want. In most benchmarks, this is used to determine which subset of data to process by each thread. It is also useful to identify which thread is the parent and which is the child. The return value from m_fork() is this same number, but because of the limitations of using stack registers near a fork, it is often convenient to have this as a separate instruction.
Inter-Process Communication Registers (ipc_regs) are the best way for threads to pass data to each other. These registers are used to count forks and joins, but may also be used by the threads to pass results, coordinate data, or synchronize operation. In addition to the read and write commands, atomic increment with read and decrement with read are available. This is useful for allocating which thread should work on which subset of data. A job queue can be set up, with an ipc_reg acting as the index. Each thread can do an m_inc_ipc_reg() on that index to get its job assignment, knowing that it has gotten a unique result.
These two instructions are used to explicitly synchronize data between threads when using the Private Memory implementation of the simulator. It transfers a block of memory between threads. For single processor machines like I am studying, this instruction is not intended to be implemented in hardware, but is a workaround for the limitations of the simulator. For multiprocessor systems, a DMA subsystem could be built to handle the explicit memory copying.
In some benchmark programs, the threads should be re-written to use Shared Memory, but since they were originally written for single thread operation, threads have many places where they stomp on each other's operation. Without a compiler that understands threads, these would need to be painstakingly re-written, a rather time-consuming operation. Instead, the simulator can be placed into private-memory mode, which completely isolates the threads in their own copy of the memory space. When results need to be passed, these instructions transfer just the data needed.
This instruction is used to speed up the simulation process. Since initialization code is often not threaded, and adds little to the benchmark's value, using m_quick_run() allows the programmer to define sections of the benchmark to run through a subset of the simulator. During quick_run, only a single thread may be executed, and it does not go through the superscalar model. This results in a 100 fold increase in speed in these sections of the benchmarks. Statistics are kept separately while in this mode, and are not included in the analysis done here.
The primary use for this instruction is the ray trace benchmark pov. During the image description file read and parsing, no attempt was made to thread the benchmark. For complex images, this takes a long time in the simulator, but is a small portion of the actual benchmark. By using qucik_run through this portion, the more complex scenes can be simulated within a reasonable time.
If -hybrid is not included on the simulator command line, m_quick_run() instructions are ignored and treated as no-op's.
This instruction simply prints a debug string to standard out:
"cycle: MARK [thread] = N"
It can be used to trace order within multithreaded code, or a quick printout of an integer variable without requiring the benchmark to deal with the overhead of a printf call.
The architecture specifies that all threads share the same memory space. Some modifications were made to the simulator to allow Private Memory be available if required to simplify porting of code not originally designed to work in Shared Memory. There is no mechanism in the defined architecture to support this, but a discussion in the following chapter describes the practical limits of bending the rules while still getting a reasonable estimate of multithreaded performance.
simulator: A device that enables the operator to reproduce or represent under test conditions phenomena likely to occur in actual performance. --Webster's Dictionary.
The objective of this simulator is to test the architecture defined in the previous chapter, and to determine the effectiveness of using threads to increase parallelism in a superscalar processor. To simplify the overwhelming task of porting a variety of benchmarks to the multithreaded model, two variations were made to the simulator that do not exactly follow the architecture, but are approximations of it in certain situations. These are described below in the sections on Private Memory and Multiprogram Memory Models.
This chapter will first show the structure of the simulator and its capabilities. It then covers the various memory models. Next comes a description of some of the internal workings of the simulator, and finally a list of limitations and potential improvements.
The basic SDSP simulator, from which this simulator was developed, consists of six main sections, Initialization, Scalar Preprocess Execution, Superscalar Modeling, Thread Scheduling, User Interface, and Statistical Data Generation. These are described in the following sections.
This set of procedures parses the command line, creates and clears all data structures and statistics to be used and reads the benchmark into memory performing remapping and symbol table resolution. Any symbols not resolved within the benchmark are checked against Operating System calls known by the simulator, and replaced with traps to be handled by the simulator if required. If the inputs are tracefiles, the files are opened, piping them through gunzip if necessary.
These routines execute the instructions in order. They do all the ALU, Memory, and Operating System calls. This generates a trace of instructions that are passed along to the superscalar routines. In the Private Memory mode, these may be executed by different Unix processes. If a tracefile is to be generated, the executed instructions are written to disk. If a tracefile is to be read, one instruction at a time is read from the disk and passed on to the superscalar model.
Statistics are kept for procedure profiling and instruction class frequency.
The superscalar section 'fetches' instructions from the scalar preprocess routines for each thread. It puts the pre-executed instructions into the Reorder Buffer/ Instruction Window (RBIW), performing register renaming. Each cycle, it scans the Window for ready instructions, allocates the execution resources, and then marks the instructions as completed. The oldest instructions in the window are retired if they are compete. If not, then fetching and shifting of instructions is prevented, creating stall cycles. This entire procedure is iterated for each simulated clock cycle.
Statistics are kept for items such as fetch alignment, branch prediction, Scheduling Unit stalls, and resource utilization.
Threads are scheduled in each cycle for the following clock. The default algorithm uses a Least Recently Used (LRU) method to select threads that have not been fetched in a while. Alternatively, a simple Round Robin can be used. The third algorithm available, Count, orders the threads based on the number of instructions each thread has in the Instruction Window [LO98]. Priority modifiers can be specified that cause skipping of threads that have an unknown predicted branch, a known mispredicted branch, an Instruction Cache miss, or a floating point instruction in the Window.
Statistics are kept for number of switches attempted, when exclusive_thread was active, or only a single thread was available.
An optional graphical interface shown in Figure 4.1 using X allows displaying of the contents of the RBIW, as well as controls for stepping through the program one cycle at a time. Breakpoints can be defined and registers examined to help in debugging. Info mode can be toggled on and off to display a detailed trace of what is going on inside the simulator.

Scalar, superscalar, and multithreaded statistics are gathered throughout the program. Upon completion of the simulation, statistics can be printed, or saved as a binary file. This can be parsed later with the program showstats, or combined with other outputs to generate a variety of statistical reports.
Three memory models are implemented in the simulator: Shared Memory, Private Memory, and Multiprocess. Figure 4.2 shows how memory is allocated immediately after a fork in the program. For Shared Memory Model, the thread gets a new stack pointer, but all memory is shared. For Private Memory Model, the thread gets a copy of the current data and stack segments. For Multiprogram Memory Model, the thread is allocated unique addresses for instruction, data, and stack.

The Shared Memory Model is the one which was described in the Architecture chapter, and is the default model. A new thread gets a unique stack pointer, but shares all memory with the other threads. Instructions begin fetching from the very next address for both threads.
Care must be taken when writing benchmarks for this model, that no thread interferes with the other threads use of memory. Global variables may be read freely, but writes should be controlled by locks or in atomic blocks to prevent data corruption. Stack data may not be used across a fork because the child will not see the same stack pointer as the parent. One way of avoiding this is to do a procedure call immediately after the fork, and declare all local variables there. Each thread will place its local variables in a different stack. Another way is to use the interprocess communication registers, which all threads have shared access to.
One more problem is that some of the standard C library routines are not reentrant capable. Routines like malloc and printf have been seen to break when called by two Shared Memory threads at the same time. Either avoid these calls in a threaded section, or make them atomic with the m_exclusive_run() instruction.
The Private Memory Model was implemented to make the porting of benchmarks easier. Some benchmarks were not written with shared-memory multithreading in mind, and have large amounts of read/write global data structures. To port these to the Shared Memory Model would require rewriting each of these data structures. A good compiler could handle this, but one is not currently available for this architecture. To keep from having to extensively rewrite benchmarks, each thread gets a copy of the data and stack memories. Each thread can continue using the memory as if it were private, and program operation is unaffected.
When data synchronization is required, the new instructions m_set_shared() and m_get_shared() can copy a block of data from one thread to another. This is used in the benchmarks to write their results to thread 0 before terminating. In this model only, thread 0 is always the thread to continue after a join. If it reaches the join before other threads, it goes to sleep until all others have terminated. This simplifies the explicit sharing of data, as well as speeding simulation as discussed below in the section titled simulator internals.
The drawback to this is that realism is sacrificed. Two diverging copies of data memory are aliased onto the same memory addresses. The Data Cache model treats these as identical for determining cache hits or misses, so one can expect higher hit rates than normal.
A hardware implementation of this would be difficult at best. A DMA engine would be required. To prevent having to copy the entire Data and Stack spaces before starting the child process, a map could be maintained, much like a dirty cache indication, and only duplicate memory when a write occurs. This would be expensive to implement, and is not proposed as a proper solution. Instead, treat this model as an approximation to the Shared Memory Model. Only the occasional write to this memory would result in an additional cache miss. The additional benchmarks this makes available to us, makes up for the small loss in accuracy.
The Multiprogram Memory Model allows independent programs to be run as if they were threads. They are all mapped into memory space, but since each has its own address range, no conflicts occur. This model is expected to have higher Instruction Cache miss rates, since there is no code sharing going on. Also these independent programs may have addresses that alias to the same block in the cache further increasing the miss rate.
This is implemented in the simulator as multiple trace reads. Each benchmark program is run separately and creates a long instruction trace file. The multithreaded simulator can then read multiple tracefiles as threads, remapping the address as each instruction is read.
The multiprogram model could be implemented in a real processor simply by having Operating System support that can handle the process threads.
This model may also be an approximation of programs that have
multiple threads doing completely different functions like user
interface, file I/O, and data processing all in parallel. They
would look much the same as this model, with different threads
accessing different instruction routines and different data, while
still being in one program. Since none of my explicitly threaded
benchmarks use this popular variety of threading, the multiprogram
model is a good approximation and adds to the diversity of benchmark
architectures to study.
atom: an indivisible particle. --Webster's Dictionary
As in all parallel processing environments, some activities need to be handled atomically, such that no other thread's activities could interfere or change a value in the middle of another's critical section of code. In a multithreaded microprocessor, this is quite easy to do. The instruction m_exclusive_run() temporarily locks one thread into exclusive execution. When the transaction is complete, it is called again to unlock the thread. This locking can be arbitrarily nested, such that procedure calls which have locked sections can be called within locked sections of code, and the thread is only unlocked when the number of unlocks equals the number of locks. If a join is encountered, any exclusive_run lock is broken to prevent processor deadlock.
This locking mechanism can allow the unmodified use of non-reentrant library calls within Shared Memory simulations by placing a lock before and an unlock after. This can also be used to track down a section of code that is causing cross-thread interference, by selectively placing locks and unlocks and running the program to see when the problem disappears. It can usually be narrowed down to a single line of offending code.
There is a slight performance penalty associated with an exclusive_run section of code. Any time that an exclusive instruction is anywhere in the Instruction Window, the normally loose rules for loads and stores from different threads being allowed to issue out of order are tightened to prevent something from interfering with the atomic transaction. This tightening of the rules also applies if a fork or join instruction is in the window, as these are also synchronization commands.
With the Shared Memory Model, all threads execute in the same Unix process. This runs quite fast and efficiently. All memory conflict resolution is handled by the benchmark program, instead of the simulator, and is thus the more difficult model to program for.
For the second model with Private Memory, the simulator forks
off a separate child process for each thread, shown in Figure
4.3. This allows the benchmark to execute without much fear of
side effects due to other threads. There is a penalty for this,
and that is speed. The act of forking under Unix is a relatively
big event, duplicating the context of the process. In addition
to this overhead as each thread starts is that now all process
communication must be explicit. With threads executing in separate
processes from the superscalar model of the processor, every instruction
must be passed through this communication channel. Note that
thread 0 is always executed by the same process as the superscalar
simulator. This eliminates the communication overhead for one
of the threads and speeds simulation.

The separate processes communicate through pipes. Each thread gets two pipes exclusively allocated to it. One feeds a stream of instructions from the scalar execution portion to the superscalar process. Another pipe called the command pipe sends information to the threads when needed such as:
For the third memory model, Multiprogram, each program is pre-executed by a separate simulation, which generates a tracefile. The Multiprogram simulator reads each of these trace files in from a file. If the file has a .gz extension, a pipe is created through the gunzip program to decompress the stream on-the-fly. This has about a 10% speed penalty for the simulation, but results in much lower storage requirements. Each instruction read from the stream is remapped into its own address space by adding a constant offset per thread. Any addresses used by the instructions such as loads, stores, and control transfers are also modified. From there, the instructions are passed into the Shared Memory Model of the simulator and processed normally.
No simulator is perfect in its ability to represent real operating
conditions. This simulator is very accurate in many ways, but
does have its share of limitations. The following list describes
all of the ones I have become aware of.
Previous studies of multithreading have focused on high performance scientific or server applications. I show in these simulations that the multimedia desktop has much to gain from the same techniques. Significant data parallelism, real-time latency intolerance, and interfacing to low bandwidth I/O devices all fit the multithreaded model's best aspects.
Most of the tasks to be performed on a multimedia desktop machine
are easily adaptable to multithreaded operation, and many already
are, because of the inherent parallelism in them. Also, since
multimedia implies more than one type of media at a time, many
of these will be running concurrently. Lack of performance may
readily be seen by the user as long latencies or poor quality
and detracts from the system's usefulness. Table 5.1 shows how
the selection of benchmarks are representative of many of these
categories of tasks, giving insight into whether they provide
an appropriate mix of instructions for a multithreaded microprocessor.
| Media | Example uses | Benchmarks |
| Video | play movies, video conferencing, movie authoring, 3D games, gesture recognition | mpegd, mpeg2e |
| Still Images | image filtering, compression, scene rendering, object recognition | nlfilt, cjpeg, pov, xmountains |
| Audio | compression, filtering, speech synthesis, voice recognition, music synthesis | sox, say |
| Text | OCR, handwriting recognition, spellcheck, translation, searching | diff |
| I/O | file compression, virus scanning, Internet, printer preprocessing, home automation | gzip |
| AI | artificial intelligence, remote agents |
The benchmarks used were written in C and available freely as UNIX source code. The programs were compiled using the SDSP version of the gnu C compiler. The -O2 optimization command was usually used. Threads are added by including m_fork_n() procedure calls in the C source code. These are left as unresolved links by the compiler and linker, and are interpreted by the simulator as extensions of the processor instruction set.
Not wanting to completely re-write the benchmarks, I looked for easy ways to add multithreading. The main data processing loops in the program have been divided into multiple threads. In this way, concurrency is increased without too much overhead of initiating threads.
For some applications, the processing is done in nested loops. This leads to the dilemma of where to place the threading. With an inner loop, more forking and joining adds more overhead. With a long outer loop, any unbalance in the workload can result in a significant period of time where a limited number of threads finish the remaining iteration after the others have completed. In general, coarse grained threading was preferred, but in mpeg2e, a relatively fine grained threading was used. See Appendix A for details on how the benchmarks were threaded.
This chapter describes the benchmarks used. First, the benchmarks are described with their data sets. Then, statistics are shown for each benchmark with a default hardware configuration.
| Name | Data in | Data out | Instruction Count |
| mpeg2e | 3 image frames 320x280 | 3 frame MPEG2 movie | 35,918,652 |
Mpeg2e is a video compression program. It reads a set
of images, and creates an mpeg2 video stream consisting of I,
B, and P type frames. This dataset has one of each type frame
and comes from the popular ping-pong sequence, but scaled down
to provide smaller images more suitable to simulation, as well
as more appropriate for video conferencing applications which
demand real-time performance. All other parameters were set to
their defaults provided with the sourcecode [MPE94].
| Name | Data in | Data out | Instruction Count |
| nlfilt | 100x100 image | 100x100 image | 19,192,033 |
Nlfilt is a non-linear image filter. The edge enhance
module simulated here is typical of image processing. Only the
image processing routine was included, file I/O was not. This
was chosen because the typical interactive image editing application
loads an image once, then performs a series of filters interacting
with the user in real time. Real time performance is the key
factor in user interaction. The sourcecode was taken from the
netpbm library [NET93] routine called pnmnlfilt [PNM93].
The code was modified by replacing all library references with
local routines that use a simple binary file format, trading flexibility
for simulation speed.
| Name | Data in | Data out | Instruction Count |
| pov | simple.pov scene desc. | 25x25 pixel image | 7,962,116 |
Pov is the Persistence of Vision ray tracer [POV96]. It
creates an image by tracking rays of light as they bounce around
a scene full of geometrically defined objects. This may be used
to view a proposed architectural design, or fantasy world in fine
detail. It is not typically run in real time, as there are less
precise methods available for quick previews or real-time games.
| Name | Data in | Data out | Instruction Count |
| isuite | N/A | N/A | 8,000,000 |
| gzip | Text file | compressed file | 2,000,000 |
| mpegd | 3 frame MPEG1 movie | 3 individual frames | 2,000,000 |
| diff | Two text files | list of lines that differ | 2,000,000 |
| cjpeg | gif image | jpeg image | 2,000,000 |
Isuite consists of four integer programs run in parallel.
Each program was cut off at 2,000,000 instructions to balance
the load. Gzip compresses data files to conserve storage or network
bandwidth [GZI93, LZ77]. Mpegd decompresses a video stream
in real time for immediate display of movies, game animation,
or downloaded entertainment content [PVR93]. Diff is a
typical text filter representative of a whole class of applications
that consist primarily of file I/O with limited computation [DIF93].
Cjpeg compresses images for storage and transmission.
It is also used in very low power processors with low clock rates
in digital cameras where speed and efficiency are very important
[JPG96, WAL91].
| Name | Data in | Data out | Instruction Count |
| fsuite | N/A | N/A | 8,000,000 |
| xmountains | seed number | image of fractal terrain | 2,000,000 |
| whet | iterations | N/A | 2,000,000 |
| say | text phrase | audio speech file | 2,000,000 |
| sox | audio file | filtered audio file | 2,000,000 |
Fsuite consists of four floating point programs run in parallel. Each program was cut off at 2,000,000 instructions to balance the load. Xmountains generates a 3D view of terrain based on the infinite resolution of fractals, as would be used in a flight simulator or similar program [XMO95]. Whet is a benchmark application that is very heavy in floating point operations. Its only purpose is to stress the floating point capabilities of a processor [WHE87, CUR76]. Say can convert text into speech, and can be used to provide a more natural interface to the computer [SAY94, HOL64, KLA80]. Sox manipulates an audio waveform, in this case just upsampling it, but with the right algorithms, it could as well provide multichannel surround sound separation, or audio special effects [SOX94, SMI93].
The benchmarks were all profiled to determine what routines formed the core loops, and which contained the most processing. These were selected for re-coding with threads. The profiles that can be found in Appendix A include information about how much additional overhead is in the 4 thread run of the program versus the single thread run.
Table 3 shows properties of the benchmarks. The figures represent
the single thread version under default conditions, except for
the last four items which are for a 4 thread run. Tables 4 and
5 later on will break down isuite and fsuite into
their component parts. See Appendix 3 for detailed description
and equations for each item.
| label: | mpeg2e | nlfilt | pov | isuite | fsuite |
| memory model: | Shared | Shared | Private | Multiprogram | Multiprogram |
| cycles: | 10,685,764 | 2,795,696 | 4,676,530 | 1,392,791 | 4,573,652 |
| float work: | 0.269 | 0.014 | 1.519 | 0.000 | 1.504 |
| instructions: | 35,918,652 | 19,192,033 | 7,962,116 | 8,000,000 | 8,000,000 |
| quick_instr: | 257,583 | 1,059,949 | 1,436,048 | 0 | 0 |
| CPI: | 0.297 | 0.146 | 0.587 | 0.174 | 0.572 |
| IPC: | 3.361 | 6.865 | 1.703 | 5.744 | 1.749 |
| avg fetch: | 6.748 | 7.691 | 5.675 | 6.495 | 6.336 |
| avg issue: | 3.182 | 6.808 | 1.345 | 5.257 | 1.454 |
| total delays: | 57.377% | 11.840% | 74.165% | 14.291% | 74.916% |
| su stalls: | 36.188% | 7.901% | 62.936% | 7.113% | 68.230% |
| br delays: | 20.970% | 3.850% | 11.036% | 6.348% | 6.291% |
| i delays: | 0.219% | 0.089% | 0.193% | 0.831% | 0.396% |
| i swap: | 58.342% | 0.000% | 40.819% | 24.567% | 44.128% |
| d swap: | 44.818% | 41.056% | 0.000% | 92.738% | 5.201% |
| i miss: | 0.088% | 0.020% | 0.129% | 0.187% | 0.286% |
| d miss: | 0.035% | 0.082% | 0.035% | 2.607% | 0.079% |
| fetch deficit: | 15.722% | 3.886% | 29.158% | 18.959% | 21.029% |
| pred rate: | 35.081% | 66.986% | 73.591% | 93.896% | 66.283% |
| br penalty: | 2.851 | 3.441 | 2.349 | 2.079 | 2.324 |
| commit bypass: | 0.112% | 0.013% | 1.456% | 1.177% | 0.694% |
| fetch cycles: | 6,818,806 | 2,574,800 | 1,733,330 | 1,293,718 | 1,453,051 |
| code growth: | 0.421% | 0.005% | 0.045% | 0.000% | 0.000% |
| %threaded: | 34.459% | 99.076% | 92.171% | 95.180% | 81.447% |
| total threads: | 1405 | 4 | 73 | 4 | 4 |
| speedup | 19.433% | 2.891% | 14.843% | 8.817% | 16.019% |
The item float work is a weighted sum of floating point operations, with the weight being the number of cycles it takes to complete that type of operation, then normalized to the total number of instructions in the benchmark. Thus, pov and fsuite are very heavy users of floating point, while mpeg2e and nlfilt use less, and isuite uses none.
The average fetch entry shows that our default mechanism of dual fetch does a pretty good job of retrieving 5.6 to 7.6 instructions. This forms the upper limit on throughput.
The cycles per instruction (CPI) or its inverse (IPC) varies considerably across the benchmarks. The floating point apps have much lower rates of instruction throughput than the integer ones, which indicates the floating point operations are a significant source of the stalls in the Scheduling Unit. Looking down at the total delays, and the next three items after it, which break down the cause of delays, one can see the dominance of Scheduling Unit stalls in those floating point applications.
Branch delays are also a considerable portion of the delay, which indicates that the default mechanism of two bit history branch prediction isn't always a good performer. The pred rate entry for mpeg2e shows that its prediction rate is only 35%. The br penalty line shows that for each of those mispredicted branches, an average of 2 to 3.5 fetch cycles are wasted.
The commit bypass item show what percentage of stalls were avoided by being able to commit from slots farther up the Instruction Window, and is less than 1.5% for all benchmarks. For these single threaded applications, the only situation this is ever used is to eat the pipe bubbles on completely invalidated blocks after a bad branch prediction has been detected.
Instruction and Data Cache miss rates are very low, well under 1% in all but the isuite Data Cache. This translates into less than 1% delays for all instruction fetch delays. The significance of the swap items is described later in the next chapter.
Up to now, all the items in the table have been describing the single thread benchmarks. The last 4 lines describe what happens when 4 threads are used. The code grows for all but the suites, but less than half of one percent for the worst case. The suites don't have code growth, because the programs don't change, as it is only interleaving the different programs.
The %threaded entry shows that for nlfilt, pov, and isuite, greater than 90% of the cycles have more than one thread available, while fsuite has 81%, and mpeg2e only has 34%. The suites are only less than 100% because of load imbalance, some components have a higher IPC than others and complete early. For the threaded applications, the percentage reflects how much of the program is essentially scalar, and cannot be easily threaded.
The total threads line shows that most benchmarks were threaded very coarse grained. Mpeg2e has the highest number of threads, but also had the highest amount of code growth, showing the cost involved in fine grained threading.
The last item is the most important. This shows the amount of speedup between the scalar version and the 4 thread version. For nlfilt, it is very low, about 2.9%. This application already has the highest IPC. For the other integer application, isuite, it also was low at 8.8%. The floating point applications did better, 14.8% to 19.4%. The speedup numbers are nowhere near the many times speedup that others have reported when simulating scientific applications designed for parallel machines, but for the small amount of extra cost involved in adding multithreading to a superscalar processor, they are quite good.
Table 5.3 shows the benchmarks that make up the isuite benchmark and their properties.
| label: | gzip | mpegd | diff | cjpeg | isuite |
| cycles: | 625,530 | 412,310 | 583,134 | 408,932 | 1,392,791 |
| float work: | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
| instructions: | 2,000,000 | 2,000,000 | 2,000,000 | 2,000,000 | 8,000,000 |
| quick_instr: | 0 | 0 | 0 | 0 | 0 |
| CPI: | 0.313 | 0.206 | 0.292 | 0.204 | 0.174 |
| IPC: | 3.197 | 4.851 | 3.430 | 4.891 | 5.744 |
| avg fetch: | 4.828 | 5.152 | 3.907 | 5.451 | 6.495 |
| avg issue: | 3.081 | 4.396 | 2.976 | 4.674 | 5.257 |
| total delays: | 33.928% | 6.524% | 14.868% | 14.940% | 14.291% |
| su stalls: | 2.177% | 3.576% | 9.270% | 2.071% | 7.113% |
| br delays: | 31.408% | 2.344% | 5.342% | 11.306% | 6.348% |
| i delays: | 0.342% | 0.603% | 0.256% | 1.563% | 0.831% |
| i swap: | 0.000% | 0.604% | 0.000% | 26.625% | 24.567% |
| d swap: | 55.488% | 79.334% | 94.032% | 52.303% | 92.738% |
| i miss: | 0.103% | 0.128% | 0.058% | 0.347% | 0.187% |
| d miss: | 2.221% | 2.489% | 5.565% | 0.479% | 2.607% |
| fetch deficit: | 39.706% | 35.684% | 51.186% | 32.102% | 18.959% |
| pred rate: | 51.422% | 98.207% | 94.389% | 76.860% | 93.896% |
| br penalty: | 2.914 | 2.857 | 1.983 | 2.236 | 2.079 |
| commit bypass: | 0.095% | 0.399% | 0.044% | 0.236% | 1.177% |
| fetch cycles: | 611,901 | 397,564 | 529,079 | 400,461 | 1,293,718 |
| code growth: | 0.000% | 0.000% | 0.000% | 0.000% | 0.000% |
| %threaded: | 0.000% | 0.000% | 0.000% | 0.000% | 95.180% |
| total threads: | 1 | 1 | 1 | 1 | 4 |
| speedup: | N/A | N/A | N/A | N/A | 8.817% |
In the integer suite, gzip has the lowest throughput (IPC), and thus is the cause of only having isuite 95% threaded, due to load imbalance between the different programs within the suite. The low throughput on gzip is primarily due to poor branch prediction. Cjpeg, another compression routine also has poor branch prediction. On the other end of the spectrum, the decompression routine mpegd has over 98% prediction accuracy
The text comparison program, diff, has the highest Data Cache miss rate, more than double any of the other benchmarks at 5.5%.
Table 5.4 shows the benchmarks that make up the fsuite benchmark and their properties.
The floating point application suite has a low %threaded amount at 81%, due to the xmountain's low throughput, making the load imbalanced. The reason for that is it has a very high float work rating, more than double the other applications. It also has the lowest avg fetch.
Despite the imbalance, the combined suite has 16% speedup, which is high because the floating point latencies can be hidden by multithreading.
| label: | xmountains | whet | say | sox | fsuite |
| cycles: | 1,783,308 | 862,390 | 736,496 | 840,616 | 4,573,652 |
| float work: | 3.213 | 1.210 | 0.656 | 0.936 | 1.504 |
| instructions: | 2,000,000 | 2,000,000 | 2,000,000 | 2,000,000 | 8,000,000 |
| quick_instr: | 0 | 0 | 0 | 0 | 0 |
| CPI: | 0.892 | 0.431 | 0.368 | 0.420 | 0.572 |
| IPC: | 1.122 | 2.319 | 2.716 | 2.379 | 1.749 |
| avg fetch: | 4.144 | 5.199 | 5.900 | 5.869 | 6.336 |
| avg issue: | 0.759 | 2.009 | 2.413 | 2.121 | 1.454 |
| total delays: | 75.990% | 56.812% | 56.364% | 62.068% | 74.916% |
| su stalls: | 68.144% | 51.959% | 47.930% | 55.328% | 68.230% |
| br delays: | 7.592% | 4.472% | 7.275% | 6.396% | 6.291% |
| i delays: | 0.254% | 0.381% | 1.158% | 0.344% | 0.396% |
| i swap: | 6.858% | 1.065% | 40.880% | 2.422% | 44.128% |
| d swap: | 3.936% | 0.000% | 4.786% | 0.699% | 5.201% |
| i miss: | 0.187% | 0.170% | 0.500% | 0.169% | 0.286% |
| d miss: | 0.176% | 0.016% | 0.144% | 0.030% | 0.079% |
| fetch deficit: | 48.301% | 35.123% | 26.624% | 26.756% | 21.029% |
| pred rate: | 66.840% | 78.021% | 54.232% | 65.724% | 66.283% |
| br penalty: | 2.288 | 2.343 | 2.417 | 2.395 | 2.324 |
| commit bypass: | 2.193% | 0.012% | 0.024% | 0.007% | 0.694% |
| fetch cycles: | 568,089 | 414,301 | 383,482 | 375,520 | 1,453,051 |
| code growth: | 0.000% | 0.000% | 0.000% | 0.000% | 0.000% |
| %threaded: | 0.000% | 0.000% | 0.000% | 0.000% | 81.447% |
| total threads: | 1 | 1 | 1 | 1 | 4 |
| speedup | N/A | N/A | N/A | N/A | 16.019% |
In a system that's nearly infinitely configurable, choosing where to start is difficult but critical to finding the best solution and most interesting interactions. The configuration developed by Wallace [WAL93a] was the starting point, but it was necessary to scale some of the resources up to take full advantage of the increased parallelism available to the multithreaded benchmarks. Hundreds of preliminary simulations were run that are not documented here, in order to see where the interesting bends in the graphs occur, while not having any one resource low enough that its limits mask other effects. Using that, a set of parameters was selected as a starting point for the rest of the runs. These are summarized in Table 6.1, along with the limits imposed by the architecture or simulator.
From the default resource configuration, one parameter is varied at a time (or occasionally related parameters are changed as a set) to see how performance is affected. This gives insight to the resource requirements and dependencies in the benchmarks.
| PARAMETER | AVAILABLE RANGE | DEFAULT |
| fetch block size | 1-16 instructions | 8 instructions |
| depth of RBIW | 1-15 blocks | 4 blocks |
| completion slots | 1-15 blocks | 2 blocks |
| number of threads | 1-7 | 4 |
| thread scheduling | X,R/L/C,I,B,P,F | LIBPF |
| maximum issue/result ports | 1-16 | 16 |
| functional units: ALU | 1-16 | 8 |
| functional units: FPU | 1-16 | 4 |
| functional units: Multiply | 1-16 | 4 |
| functional units: Load/Store | 1-16 | 2 |
| result bypassing | off / on | on |
| I Cache | 0-512 KB | 64 KB |
| D Cache | 0-512 KB | 64 KB |
| Cache Associativity | 1-8 way | 4 way |
| cache latency/interval | 1+ / 1+ | 5 / 3 |
| cache line size | 1+ fetch blocks | 1 fetch block (32 bytes) |
| prefetch | off / dual / ideal | dual |
| branch prediction algorithm | 2 bit / always not taken / perfect | 2 bit |
| branch prediction table size | 0-256 entry shared / each | 256 entry shared |
| misprediction bubbles | 0+ | 1 |
| thread stack size | any | $8200 bytes (32.5 KB) |
Figure 6.1 shows Cycles Per Instruction (CPI) as the number of threads is varied for each benchmark. Note that some of the benchmarks do not have all the threads graphed. For the suites, only 1, 2, and 4 threads were run, since the suites each have 4 programs in them. If an odd number were run, it would not be an accurate result because of the load imbalance. The final column, average, is an average of all the benchmarks. Sometimes Instructions Per Cycle (IPC) feels more intuitive than CPI. For those, the data is inverted in Figure 6.2 to show IPC. The rest of the thesis will stick to CPI for consistency [EMM97].


Nlfilt has the most inherent parallelism, approaching the 8 instructions per cycle fetch limit, and thus the least to gain from multithreading. Pov and fsuite have the worst performance, and most to gain from the additional parallelism. These two use of floating point extensively.
Figure 6.3 shows this same data represented as speedup, which is the relative execution time of the multithreaded benchmark versus the single threaded.

The first few threads provide significant speedup, but after 4 or 5 threads, the additional overhead begins to outweigh the diminishing gains from more parallelism. These trends have discontinuities in them due to the load imbalance with certain numbers of threads that are not multiples of the loop sizes. This can be seen in mpeg2e and nlfilt, which have better performance on 6 threads than they do on 5. For nlfilt, 3 threads is the best. For pov, 5 threads is best. For the suites and mpeg2e, 4 threads is best.
For all the remaining threaded runs in this thesis, 4 threads were used. This was chosen to be the same for all benchmarks for consistency. Among all benchmarks, 4 threads is close to the greatest speedup.
Instruction fetching is the first bottleneck in the processor pipeline. If instructions cannot be fetched in enough quantity, the processor will spend much of its time idle. Several parameters control the flow of instructions into the processor. The following sections look at fetch block size, fetch alignment through self-aligned fetching or prefetching, branch prediction, and Instruction Cache.
In Figure 6.4, the size of the fetch block is varied while the total size of the Instruction Window is kept at 32 entries.

The default configuration of 8/4 is the best for all the multithreaded cases. The larger fetch block 16 is just slightly better in the highest throughput single threaded cases. These must have very little data dependence, or the pipe would stall frequently with only two cycles between fetch and retire.
Figure 6.5 compares fetching models. No prefetch means that a single cache line is fetched each cycle. Dual fetch refers to fetching two cache lines every cycle, then re-aligning the instructions to begin at the start of the block. This is also called self-aligned fetch block. Perfect fetch refers to a theoretical prefetch scheme that always returns a full block of instructions, even when the block is misaligned or correctly predicted branches occur within the block.

Dual fetch is approximately 6-7% slower than perfect fetch. Considering the additional cost of prefetching and fact that it would most likely increase the pipeline length, then dual fetch is a good compromise.
The no prefetch configuration of single threaded pov has much worse (+29%) performance than the dual fetch configuration. The multithreaded pov only has +11% difference, indicating that the threading can compensate for some of the poor fetch performance. In all the other applications, no significant difference exists between the benefits gained by improved fetch schemes for single and multithreaded applications.
Nlfilt gets no performance increase with any of the fetch improvements, indicating that its performance is not limited by fetch.
The branch prediction mechanism is responsible for reducing the amount of garbage instructions fetched by the processor. In Figure 6.6, the bsimple model always predicts not taken. 64 and 255 are the number of entries in the branch target buffer, a two bit counter mechanism for determining if a branch should be taken or not. 256 each refers to separate branch target buffers for each thread. Perfect predictor is never wrong, and shows the possible performance limits to the branch prediction.

It is obvious from this graph that branch prediction is a much smaller share of performance with multithreaded programs than single thread programs. Expensive dynamic prediction is important in the single thread models, but of little benefit when multiple threads are available. Also shown is that inter-thread interference can often reduce the effectiveness of the two bit branch predictor, such that the simple not-taken prediction performs better in both mpeg2e and nlfilt, and is about the same in the others.
For the multithreaded case, all models achieve nearly the same results as the perfect prediction because there is time to resolve the branch while other threads are executing. Bsimple actually outperforms any of the other real cases because it never discards the instructions within the fetch block after the branch instruction until the branch has been resolved, while the other models will mistakenly discard these on a false taken branch prediction.
In Figure 6.7, the Instruction Cache is varied from 16K to 256K with both a direct mapped (1-way) and an associative (4-way) arrangement. Perfect refers to a cache that never misses, giving a best case reference point.

For all but pov with a small cache, the associative cache does not gain us much, and in threaded fsuite and nlfilt, a small associative cache can perform worse than direct mapped.
It is possible that these benchmarks are not run long enough to show all of the cache effects. To test for this, Figure 6.8 shows the percentage of instruction misses that replace data in the cache (as opposed to hitting an empty cache entry). An indication that this is a poor model of steady state performance is if the graph is not near 100%. The graph shows that most benchmarks only approach 100% for the smallest cache, and some like nlfilt and isuite never get very high at all. This indicates that much longer simulations are needed to accurately model cache effects.
The only exception to this is pov, which has swap rates over 90% for all of the direct mapped cache models. Back in Figure 6.7, we can see that for pov, the threaded version had slightly less dependence on cache size for the multithreaded version than the single thread one. This is as can be expected, since the multithreaded processor is not blocked from executing other threads when a cache miss occurs. From this benchmark, we can also see that the associative cache performs better than the direct mapped, as less contention is seen.

Some very good papers have been written on cache models for multithreaded applications [JOU90, MCF91, BLU92, LEE95, FAR97, LO98, PHI96], and our results here, though seriously limited by the under-utilization of the cache, agree with them that spatial locality is reduced while threads can compensate for the additional misses. For real cache model analysis, a much simpler processor model is usually used to handle many times the size of instruction runs we can use here.
Figure 6.9 shows a comparison of blocking versus nonblocking Instruction Cache. The differences are too small to see.

Once the instructions are in the processor, there must be enough Execution Units to process them all with minimal stalls. The Data Cache must be able to provide the required memory accesses in a timely manner. Finally, the Instruction Window must be large enough that instructions have a chance to execute before causing a stall
Figure 6.10 compares CPI while varying the number of Integer Execution Units (ALU).

For the floating point applications, 4 ALU's are enough to reach maximum performance, for the integer heavy applications, 8 ALU's provide additional speedup.
In mpeg2e, the additional performance gained by going from 1 to 4 threads has increased the reliance on ALU Units. While in the single thread version, only 2.3% improvement is seen when going to 8 ALU's, the threaded version shows 5.9% improvement when adding those same additional ALU's. This is due to the additional resource utilization of the multithreaded version.
For all benchmarks, more than 8 integer ALU's are entirely unused. This is likely due to the maximum fetch bandwidth of 8 instructions per cycle becoming the bottleneck.
Figure 6.11 varies the Floating Point Units (FPU).

Floating point intensive programs like pov and fsuite can make use of up to 8 or even 12 Floating Point Units. The first 4 are quite effective, beyond that, it is a cost/performance tradeoff to determine if additional units are worthwhile.
The existence of threads does not appear to place an extra burden on FPU resources.
Figure 6.12 varies the number of Load/Store Units. Each of which can perform one load or one store each cycle.

The second Load/Store Unit is of significant performance importance. In nlfilt, it cuts execution time nearly in half, taking CPI from 0.27 to 0.14 for either single or multithreaded runs. In mpeg2e and isuite, the presence of a second Load/Store Unit improves performance more for multithreaded versions than scalar.
More than 2 Load/Stores has little or no effect, probably due to the precedence rules for executing loads before preceding stores within the same thread.
In Figure 6.13, the Data Cache is varied from 16K to 256K with both a direct mapped (1-way) and an associative (4-way) arrangement. Perfect refers to a cache that never misses, giving a best case reference point.

Data Cache has very little impact on performance of these benchmarks. It is quite likely that our data set size is too small to see much effect with the short simulation runs done. To test for this, the following graph 6.14 shows percentage of cache misses that cause a swap to occur (as opposed to filling an empty cache line). If these are not near 100%, then the simulation has not reached the steady state condition. This is the case for all but the smallest cache sizes.

Because the cache model is nearly useless with these small simulation runs, I refer the reader back to the comments made about Instruction Cache in Section 6.2.4.
Figure 6.15 varies the depth of the Reorder Buffer / Instruction Window (RBIW) which determines how long an instruction has to complete before stalling the processor. Note that the default case has two Completion Slots, so one stalled thread will not stall the entire processor, but two will.

For the integer benchmarks isuite and nlfilt, a depth of more than 4 blocks is nearly useless. For the floating point intensive applications however, 6 and 8 entries will give better performance.
There are some parameters that do not do much for a single threaded processor, but can significantly impact performance with multiple threads. Being able to bypass a stalled thread in the Instruction Window, and having a non-blocking Instruction Cache are two such items. The thread scheduling algorithm can also have an effect on the mix of instructions available.
Figure 6.16 shows the result of being able to retire instructions from farther up in the Instruction Window, if the entries below it are not from the same thread.

There is a slight improvement in single thread performance, only because pipe bubbles from blocks of instructions that were invalidated after a mispredicted branch can be squashed with this mechanism. In multithreaded operation, we get approximately 15% speedup from just one extra completion slot.
Performance of multithreaded applications can be even worse than their scalar versions if completion bypassing is not allowed, as seen in fsuite. This is because the high occurrences of floating point instructions are frequently stalling the pipeline. The original code had the floating point operations grouped together, they are benefiting from stall sharing as described in Chapter 2. However, when the multiple threads are interleaved, these instructions are spread out, and do not benefit from this stall sharing.
Figure 6.17 shows the results from changing the thread scheduling algorithm.

The scheduling algorithm is very customizable, and a variety of techniques were tried here. The algorithm name comes from abbreviations for the various options enabled. Normally, a new thread is chosen every fetch cycle, unless X is specified to indicate coarse grained threading. With coarse grained threading, thread switch only occurs when the current thread gets a low priority.
The order in which threads are checked can be one of three: R (Round Robin order), L (Least Recently Used order), and C (Count order). Round Robin order simply goes in thread number order 1, 2, 3, Least Recently Used order modifies this to account for the occasional fetch stalls in threads. If a thread loses its turn because of an Instruction Cache miss, or other priority mechanism, this allows the thread to get the next available slot when the priority changes, instead of having to wait for all other threads to get another turn. The final ordering mechanism is Count order, which looks at threads first which have the fewest instructions in the RBIW.
After the order specification, a series of priority flags are used: I (Imiss priority), B (Bad Branch priority), P (Prediction priority), F (FPU priority). These can lower the priority of a thread, allowing other threads to fetch instead. Imiss priority lowers a thread's priority if it is waiting for an Instruction Cache miss, since the thread cannot possibly get any instructions it would be a waste of a fetch cycle. Bad Branch priority is similar, there is a single cycle delay between when a bad branch was detected and the Instruction Cache is ready with the correct instructions. This gives a thread a lower priority during this cycle because it would be a waste of a fetch cycle. Prediction priority lowers a thread's priority if there is a predicted branch in the Instruction Window. This can benefit performance if branch prediction is poor. FPU priority lowers a thread's priority of a floating point instruction is in the window. Since FPU instructions are likely to stall, a second fetch to this thread may plug up the Instruction Window (because it only has 2 Completion Slots). By giving preference to other threads, the chance of plugging the remaining completion slot is reduced.
The algorithms that use floating point priority work better than those that do not.
The ordering parameter has a very minor effect. LRU performs very slightly better than pure round robin, and count performs almost as well as LRU in some applications, but worse in others.
The coarse grained switching has a slightly worse performance as can be expected because it does not benefit from the additional data independence of consecutively fetched blocks of code being from different threads.
The lesson here is that having a more complex scheduling algorithm does not matter very much, but on the other hand does not cost very much either. The only parameter that is important to have is FPU priority.
Some combinations have interesting properties, and may be looked at in the future. These include scheduling coarse with no prediction, prefetch with deeper Instruction Windows, or high number of Completion Slots with few Floating Point Units.
In Chapter 5, the characteristics of the multimedia benchmarks were explored. The diversity of their workloads is the most striking aspect. Some have very high floating point usage, while others are entirely integer. IPC ranges from 1.7 to 6.8 just for the single thread case. Speedups range from 2.8% to 19.4% once threaded. Some stall primarily due to resource contentions, while others have poor branch prediction performance.
They do share one important feature: Threaded versions perform better than single threaded versions when given the proper resources.
That leads to Chapter 6, studying the benchmark behavior as resources are varied. Some resources didn't affect multithreaded applications any differently than single thread applications: fetch block size, FPU, and Instruction Window depth.
Other resources had some instances where they were marginally more or less important for multithreaded applications than single thread ones: fetch alignment/prefetching, Integer ALU, Load/Store Units, and thread scheduling algorithm.
Some had strong effects on multithreaded code that wasn't seen on the single thread versions: branch prediction and Completion Slots.
The Instruction and Data Cache analysis was largely useless because of the small benchmark runs. It was difficult to get the cache heavily enough utilized to see real trends in the results. For these we referred the reader to several excellent papers that studied cache in detail with much simpler processor models, which seems to be the only way to do it.
This thesis has assembled an extension of a superscalar processor to handle multithreaded applications. The benchmarks covering our target application space proved to be so varied as to make generalizations about their characteristics useless except to say they are diverse. The key resources needed in the hardware boiled down to support for less than a half dozen threads and a mechanism to prevent pipeline stalls (Completion Slots). With this, we gained a degree of immunity to bad branch prediction and up to 20% higher instruction throughput.
Is this a high price to pay for a small performance gain, or a small price to pay for a big performance gain? Actual implementation details will give those numbers when it comes time to build a processor. Multithreaded processors will be built. It is an attractive and inevitable step in increasing performance in the multimedia desktop machine.
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Nlfilt is a non-linear image filter program. The edge enhance module simulated here and shown in Figure A.2 is typical of image processing. The source code was taken from the netpbm library [PNM93, NET93] routine called pnmnlfilt. The code was modified by replacing all pbm library references with local routines that use a simple binary file format to improve simulation speed and eliminate porting the library to SDSP. Only the image processing routine was included in the simulation statistics. The simplified I/O routines were excluded from the simulation statistics by use of the m_quick_run() instruction. The typical interactive image editing application loads an image once, then performs a series of filters interacting with the user in real time. Therefore, we want to focus on the real-time portion of the program.
Nlfilt uses the Shared Memory Model. Threads are forked
at the beginning of the image processing loop. Each thread works
on every nth row, with n being the number of threads.
When no more rows need processing, the threads join and a single
thread outputs the file. Figure A.1 shows a code fragment containing
the threaded loop.
...
if (num_threads > 1) {
m_fork_n(0,num_threads-1);
main_inner(); /* multithreaded loop */
m_join(0);
} else {
main_inner_1(); /* single thread optimized loop */
}
...
void main_inner_1(void) { /* optimized version for single thread */
xel *orow, *irow0, *irow1, *irow2, *ip0, *ip1, *ip2, *op;
int pr[9],pg[9],pb[9]; /* 3x3 neighbor pixel values */
int r,g,b, row,col;
int po,no; /* offsets for left and right colums in 3x3 */
orow = o_image;
for (row = 0 ; row < rows; ) {
irow0 = irow1 = irow2 = &i_image[row * cols];
if (row != 0) irow0-=cols;
if (row != (rows-1)) irow2+=cols;
for (col = cols-1,po= col>0?1:0,no=0,ip0=irow0,ip1=irow1,
ip2=irow2,op=orow; col >= 0; col--,ip0++,ip1++,
ip2++,op++, no |= 1,po = col!= 0 ? po : 0) {
pr[0] = PPM_GETR( *ip1 ); /* grab 3x3 pixel values */
pg[0] = PPM_GETG( *ip1 );
pb[0] = PPM_GETB( *ip1 );
pr[1] = PPM_GETR( *(ip1-no) );
pg[1] = PPM_GETG( *(ip1-no) );
pb[1] = PPM_GETB( *(ip1-no) );
pr[5] = PPM_GETR( *(ip1+po) );
pg[5] = PPM_GETG( *(ip1+po) );
pb[5] = PPM_GETB( *(ip1+po) );
pr[3] = PPM_GETR( *(ip2) );
pg[3] = PPM_GETG( *(ip2) );
pb[3] = PPM_GETB( *(ip2) );
pr[2] = PPM_GETR( *(ip2-no) );
pg[2] = PPM_GETG( *(ip2-no) );
pb[2] = PPM_GETB( *(ip2-no) );
pr[4] = PPM_GETR( *(ip2+po) );
pg[4] = PPM_GETG( *(ip2+po) );
pb[4] = PPM_GETB( *(ip2+po) );
pr[6] = PPM_GETR( *(ip0+po) );
pg[6] = PPM_GETG( *(ip0+po) );
pb[6] = PPM_GETB( *(ip0+po) );
pr[8] = PPM_GETR( *(ip0-no) );
pg[8] = PPM_GETG( *(ip0-no) );
pb[8] = PPM_GETB( *(ip0-no) );
pr[7] = PPM_GETR( *(ip0) );
pg[7] = PPM_GETG( *(ip0) );
pb[7] = PPM_GETB( *(ip0) );
r = (*atfunc)(pr); /* call filter 3 times */
g = (*atfunc)(pg);
b = (*atfunc)(pb);
PPM_ASSIGN( *op, r, g, b );
};
orow += cols;
row ++;
};
};
void main_inner(void) {
xel *orow, *irow0, *irow1, *irow2, *ip0, *ip1, *ip2, *op;
int pr[9],pg[9],pb[9]; /* 3x3 neighbor pixel values */
int r,g,b, row,col;
int po,no; /* offsets for left and right colums in 3x3 */
orow = o_image + m_thread_num()*cols;
for (row = m_thread_num() ; row < rows; ) {
irow0 = irow1 = irow2 = &i_image[row * cols];
if (row != 0) irow0-=cols;
if (row != (rows-1)) irow2+=cols;
for (col = cols-1, po= col>0?1:0,no=0,ip0=irow0,ip1=irow1,
ip2=irow2,op=orow; col >= 0; col--,ip0++,ip1++,
ip2++,op++, no |= 1,po = col!= 0 ? po : 0) {
pr[0] = PPM_GETR( *ip1 ); /* grab 3x3 pixel values */
pg[0] = PPM_GETG( *ip1 );
pb[0] = PPM_GETB( *ip1 );
pr[1] = PPM_GETR( *(ip1-no) );
pg[1] = PPM_GETG( *(ip1-no) );
pb[1] = PPM_GETB( *(ip1-no) );
pr[5] = PPM_GETR( *(ip1+po) );
pg[5] = PPM_GETG( *(ip1+po) );
pb[5] = PPM_GETB( *(ip1+po) );
pr[3] = PPM_GETR( *(ip2) );
pg[3] = PPM_GETG( *(ip2) );
pb[3] = PPM_GETB( *(ip2) );
pr[2] = PPM_GETR( *(ip2-no) );
pg[2] = PPM_GETG( *(ip2-no) );
pb[2] = PPM_GETB( *(ip2-no) );
pr[4] = PPM_GETR( *(ip2+po) );
pg[4] = PPM_GETG( *(ip2+po) );
pb[4] = PPM_GETB( *(ip2+po) );
pr[6] = PPM_GETR( *(ip0+po) );
pg[6] = PPM_GETG( *(ip0+po) );
pb[6] = PPM_GETB( *(ip0+po) );
pr[8] = PPM_GETR( *(ip0-no) );
pg[8] = PPM_GETG( *(ip0-no) );
pb[8] = PPM_GETB( *(ip0-no) );
pr[7] = PPM_GETR( *(ip0) );
pg[7] = PPM_GETG( *(ip0) );
pb[7] = PPM_GETB( *(ip0) );
r = (*atfunc)(pr); /* call filter 3 times */
g = (*atfunc)(pg);
b = (*atfunc)(pb);
PPM_ASSIGN( *op, r, g, b );
};
if (num_threads > 1) {
orow += cols*num_threads; /* pointer arithmetic */
row += num_threads;
} else {
orow += cols;
row ++;
};
};
The if statement in the first line shows that single thread performance was kept optimized by executing the original code without additional threading overhead. Only if num_threads is > 1 does the new version of the loop get executed. Within the if statement, the threads are forked and a procedure is called. Within the procedure, stack variables may be used, since each thread has a unique stack pointer. The loop itself is initialized with the thread number as starting point, and then each increment statement adds num_threads to skip to the thread's next line.

Table A.1 is the profile of nlfilt. Each line shows statistics for one procedure in the program. This data is gathered during the 1 and 4 threads default configuration simulations based on the number of instructions fetched within each procedure address range. The first column lists the percentage of instructions fetched from each routine. The second column adds all child procedures called by that routine. Note that there are some minor errors in this amount due to the simulator being unable to always follow the program hierarchy. In particular, the _main routine is usually slightly over 100%. The next column counts the number of times which the procedure is called. Column four is the raw instruction count for a single thread execution. Column five, thread penalty, is the difference between multithread and single threaded instruction counts. This shows that main_inner_1 in the single thread run is replaced by main_inner in the multithreaded run. The % thread colunm shows the percentage of time that more than one thread was active when instructions in the procedure were fetched. The last column is the procedure name. The leading underscore is an artifact of the symbol table format. Multiple prefix underscores are used by library routines. See Appendix C for a more detailed description of the fields.
% instruc % parent # calls # instr. + tpenalty % thread. symbol 64.8025 % 64.8025 % 34200 12436972 + 0 100.000 % _atfilt4 0.0000 % 0.0000 % 0 0 + 6624518 99.998 % _main_inner 34.5121 % 99.3146 % 1 6623609 + -6623609 0.000 % _main_inner_1 0.5549 % 0.6826 % 1 106491 + 0 0.000 % _atfilt_setup 0.0813 % 0.0813 % 44 15610 + 0 0.000 % _triang_area 0.0339 % 0.1225 % 11 6501 + 0 0.000 % _hex_area 0.0072 % 0.0072 % 11 1391 + 0 0.000 % _rectang_area 0.0037 % 0.0053 % 1 710 + 0 0.000 % _sqrt 0.0016 % 0.0022 % 1 301 + 0 0.000 % __fwalk 0.0010 % 0.0010 % 2 190 + 0 0.000 % _scalb 0.0006 % 0.0011 % 5 113 + 0 0.000 % ___sflush 0.0005 %105.5217 % 1 89 + 16 8.571 % _main 0.0005 % 0.0005 % 2 90 + 0 0.000 % _logb 0.0001 % 0.0001 % 1 27 + 0 0.000 % _finite 0.0001 % 0.0023 % 1 20 + 0 0.000 % _exit 0.0000 % 0.0022 % 1 8 + 0 0.000 % __cleanup 0.0000 % 0.0000 % 1 1 + 0 0.000 % __exit
The benchmark mpeg2e takes a sequence of images, and creates an MPEG2 video stream [MPE94]. The ping pong sequence was used, and is shown in Figure A.3.

A profile of the program (shown in Table A.2 at the end of this Section) indicates that two routines make up the bulk of the fetched instructions. dist1 and fdct each take approximately 25%. The third, at 10% is putbits, part of the output stream routine, which lacks the explicit data parallelism that makes threading so simple. No other single routine takes more than 4.5% of the execution time. Because of this, we can focus just on the first two routines to get the best return on (programming time) investment.
dist1 is a part of the motion estimation routine, and calculates a quality value for the difference between two integer arrays (16x16 or 16x8). The operation consists of many integer operations in nested loops, good fodder for multithreaded optimization. Each execution however is fairly quick, and the number of forks and joins would be significant, the profile run had nearly 1,700 calls.
The routine fullsearch calls dist1 about 50 times each time it is invoked, and is also an easy location to insert the thread forks and joins. It takes one macroblock of the picture, and determines the best motion vector between the previous frame and the new block. It consists of a couple nested loops with repeated calls to dist1. Figure A.4 shows the loop before threads are added.
The multithreading was added by forking before the loop begins, and then having the n threads work on every nth comparison. Load balance is not much of a problem, because each iteration is a similar complexity to all others. Figure A.5 shows the loop after threads were added.
...
for (l=1; l<=sxy; l++) /* sxy is either 8 or 16, depending on instance */
{
i = i0 - l;
j = j0 - l;
for (k=0; k<8*l; k++)
{
if (i>=ilow && I<=ihigh && j>=jlow && j<=jhigh)
{
d = dist1(org+i+lx*j,blk,lx,0,0,h,dmin);
if (d<dmin)
{
dmin = d;
imin = i;
jmin = j;
}
}
if (k<2*l) i++;
else if (k<4*l) j++;
else if (k<6*l) i--;
else j--;
}
}
...
int order[] = { /* precalculated i,j pairs for fullsearch */
-1, -1, 0, -1, 1, -1, 1, 0, 1, 1, 0, 1, -1, 1, -1, 0,
-2, -2, -1, -2, 0, -2, 1, -2, 2, -2, 2, -1, 2, 0, 2, 1, ...
#define FULLSEARCH_INNER_QUICK(myi, myj, myk, myl, myd, myzz, mynum)
for (;m_dec_ipc_reg(4) >= 0;) {
m_exclusive_run(1); /* atomic */
myi=s_i0-order[m_inc_ipc_reg(5)];
myj=s_j0-order[m_inc_ipc_reg(5)];
m_exclusive_run(0);
if (myi>=ilow && myi<=ihigh && myj>=jlow && myj<=jhigh) {
myd = dist1(s_org+myi+s_lx*myj,s_blk,s_lx,0,0,
s_h,m_read_ipc_reg(1));
if (myd<m_read_ipc_reg(1)) {
m_exclusive_run(1);
if (myd<m_read_ipc_reg(1)) /*repeat as exclusive*/
{
m_write_ipc_reg(1,myd); /*dmin = myd*/
m_write_ipc_reg(2,myi); /*imin = myi*/
m_write_ipc_reg(3,myj); /*jmin = myj*/
}
m_exclusive_run(0);
}
}
};
...
s_org = org; s_blk = blk; /* shared read only pointers */
s_lx=lx; s_i0=i0; s_j0=j0; s_h=h; /* shared read only integers */
m_write_ipc_reg(1,dmin); /*dmin = d;*/
m_write_ipc_reg(2,imin); /*imin = i;*/
m_write_ipc_reg(3,jmin); /*jmin = j;*/
m_write_ipc_reg(4,(sxy+1)*(sxy+1)); /* number of iterations */
m_write_ipc_reg(5,-1); /* current position in order[] */
m_fork_n(0,num_threads-1);
switch (m_thread_num()) {
case 0:
FULLSEARCH_INNER_QUICK (i_0, j_0, k_0, l_0, d_0, zz_0, 0); break;
case 1:
FULLSEARCH_INNER_QUICK (i_1, j_1, k_1, l_1, d_1, zz_1, 1); break;
case 2:
FULLSEARCH_INNER_QUICK (i_2, j_2, k_2, l_2, d_2, zz_2, 2); break;
case 3:
FULLSEARCH_INNER_QUICK (i_3, j_3, k_3, l_3, d_3, zz_3, 3); break;
case 4:
FULLSEARCH_INNER_QUICK (i_4, j_4, k_4, l_4, d_4, zz_4, 4); break;
case 5:
FULLSEARCH_INNER_QUICK (i_5, j_5, k_5, l_5, d_5, zz_5, 5); break;
case 6:
FULLSEARCH_INNER_QUICK (i_6, j_6, k_6, l_6, d_6, zz_6, 6); break;
};
m_join(0);
dmin = m_read_ipc_reg(1);
imin = m_read_ipc_reg(2);
jmin = m_read_ipc_reg(3);
...
The complex looping mechanism that searches in a spiral from center to edge is a problem for the multithreaded code. It was done because dist1 can abort a comparison when it knows the current match is worse than the best one seen so far, making many comparisons exit well before the entire array has been checked. The most likely match for two frames is right in the middle of the block with no or little motion. By checking for this situation first, the remaining checks are much quicker
The first solution to this strange ordering was to get rid of the nested loops, and to make a single loop that has a more complex increment statement. This proved inefficient as each thread was forced to do too much redundant processing just to select what to work on. Instead, the complex looping has been replaced by a pre-initialized array of coordinates. Each thread can simply take the nth location in this list, and doesn't have the overhead of repeating the compare and increment statements many times for each iteration of the loop.
The threads are written for the Shared Memory configuration. Upon reaching the fork, each child thread gets a unique stack pointer, while sharing data memory.
All read-only variables that are stored on the stack (org, blk, lx, i0, j0, and h) must be copied to data memory versions, which have been defined as static, placing them in the program's shared data area. Three variables, dmin, imin, and jmin, are stored in ipc_reg registers, for easy sharing between threads. Some variables (i, j, k, d, my_num, and zz) are duplicated for each thread, so that each thread can use a different set without interference. To make the code recognize which set of these to use, the loop has been converted to a macro that is instantiated once for each possible thread.
Since all threads are looking for a value of d<dmin, there is a chance that more than one thread will find a match at about the same time. To prevent data corruption, the read/write set must be an atomic transaction. However, a successful comparison only happens around 1% of the time. Dropping into exclusive_run each comparison would waste cycles and unnecessarily limit parallelism. Instead, the comparison of (d<dmin) is first performed unprotected; Then, only if the condition is met, exclusive_run is set, and the comparison is repeated before updating the registers.
The other routine that has been threaded is fdct,
forward discrete cosine transform, shown in Figure A.6. The threaded
version is shown in Figure A.7.
...
for (i=0; i<8; i++)
for (j=0; j<8; j++)
{
s = 0.0;
for (k=0; k<8; k++)
s += c[j][k] * block[8*i+k];
tmp[8*i+j] = s;
}
for (j=0; j<8; j++)
for (i=0; i<8; i++)
{
s = 0.0;
for (k=0; k<8; k++)
s += c[I][k] * tmp[8*k+j];
block[8*i+j] = (int)floor(s+0.499999);
}
...
The routine fdct consists of two sets of nested loops, with the inner multiply executed 512 times each. The variable c[8][8], is a double precision floating point array, so each multiply takes 15 cycles to complete in the Floating Point Unit. The more of these we can get into the Instruction Window at the same time, the more parallelism we can achieve (assuming we have enough Functional Units to work them in parallel).
#define SHARED static /* shared variables are declared static */
#define FDCT_INNER_A(myi, myj, myk, mys)
for (myi=0; myi<8; myi++)
for (myj=m_thread_num(); myj<8; myj+=num_threads) {
mys = 0.0;
for (myk=0; myk<8; myk++)
mys += c[myj][myk] * s_block[8*myi+myk];
tmp[8*myi+myj] = mys;
};
#define FDCT_INNER_B(myi, myj, myk, mys)
for (myj=0; myj<8; myj++)
for (myi=m_thread_num(); myi<8; myi+=num_threads) {
mys = 0.0;
for (myk=0; myk<8; myk++)
mys += c[myi][myk] * tmp[8*myk+myj];
s_block[8*myi+myj] = (int)floor(mys+0.499999);
};
void fdct(short *block) {
SHARED int i0, j0, k0;
SHARED int i1, j1, k1;
SHARED int i2, j2, k2;
SHARED int i3, j3, k3;
SHARED int i4, j4, k4;
SHARED int i5, j5, k5;
SHARED int i6, j6, k6;
SHARED double s0, s1, s2, s3, s4, s5, s6;
SHARED double tmp[64];
SHARED short *s_block;
s_block = block;
m_fork_n(0,num_threads-1);
switch(m_thread_num()) {
case 0: FDCT_INNER_A(i0,j0,k0,s0); break;
case 1: FDCT_INNER_A(i1,j1,k1,s1); break;
case 2: FDCT_INNER_A(i2,j2,k2,s2); break;
case 3: FDCT_INNER_A(i3,j3,k3,s3); break;
case 4: FDCT_INNER_A(i4,j4,k4,s4); break;
case 5: FDCT_INNER_A(i5,j5,k5,s5); break;
case 6: FDCT_INNER_A(i6,j6,k6,s6); break;
};
m_join(0);
m_fork_n(0,num_threads-1);
switch(m_thread_num()) {
case 0: FDCT_INNER_B(i0,j0,k0,s0); break;
case 1: FDCT_INNER_B(i1,j1,k1,s1); break;
case 2: FDCT_INNER_B(i2,j2,k2,s2); break;
case 3: FDCT_INNER_B(i3,j3,k3,s3); break;
case 4: FDCT_INNER_B(i4,j4,k4,s4); break;
case 5: FDCT_INNER_B(i5,j5,k5,s5); break;
case 6: FDCT_INNER_B(i6,j6,k6,s6); break;
};
m_join(0);
...
The middle nested loop has been divided up so each of n threads takes 1/n of the iterations. It could have been done the same with the outer loop instead, the choice was arbitrary. The array tmp[][] is calculated by the first loop, then used by the second, so the threads must be synchronized between them with an m_join() followed by a new m_fork(). The second set of nested loops is threaded in the same way as the first loop.
Load balancing is not a problem in either loop, because each iteration has exactly the same complexity.
As in the fullsearch, shared variables are defined as static, so that they are allocated in data memory instead of on the stack. Each variable has been duplicated for each thread. The loop was turned into a macro that lets each instance reference a different set of variables.
Table A.2 shows the profile of mpeg2e sorted by % instructions. See Appendix C for description of the fields.
% instruc % parent # calls # instr. + tpenalty % thread. symbol 25.1379 % 27.3676 % 216 9029448 + 150336 99.859 % _fdct 24.8493 % 24.8493 % 1695 8925783 + 0 51.081 % _dist1 10.1725 % 10.1736 % 13207 3653913 + 0 0.000 % _putbits 4.4671 % 4.4671 % 9 1604556 + 0 0.000 % _calcSNR1 2.9100 % 2.9100 % 138 1045259 + 0 0.000 % _quant_non_intra 2.8469 % 12.5056 % 6278 1022598 + 0 0.000 % _putAC 2.5124 % 2.5124 % 216 902448 + 0 0.000 % _add_pred 2.4562 % 2.4562 % 1728 882240 + 0 0.000 % _idctcol 2.2815 % 2.2815 % 216 819504 + 0 0.000 % _sub_pred 2.1133 % 2.1133 % 1728 759090 + 0 0.000 % _idctrow 2.0234 % 2.0234 % 138 726794 + 0 0.000 % _iquant1_non_intra 1.8621 % 1.8621 % 47 668841 + 0 0.000 % _dist2 1.7910 % 1.7910 % 78 643302 + 0 0.000 % _quant_intra 1.5831 % 1.5831 % 87 568628 + 0 0.000 % _pred_comp 1.4463 % 2.2382 % 13880 519507 + 0 99.463 % _floor 1.3815 % 1.3815 % 144 496224 + 0 0.000 % _var_sblk 1.3149 % 1.3149 % 78 472324 + 0 0.000 % _iquant1_intra 1.3108 % 1.3108 % 36 470844 + 0 0.000 % _variance 1.2071 % 1.2071 % 12 433572 + 0 0.000 % _bdist2 1.0154 % 7.8405 % 103 364745 + 0 0.000 % _putnonintrablk 0.7920 % 0.7920 % 6103 284496 + 0 99.445 % _ceil 0.7396 % 6.6983 % 78 265672 + 0 0.000 % _putintrablk 0.5565 % 1.5108 % 175 199876 + 0 0.000 % _vfprintf 0.5416 % 25.3910 % 36 194556 + 2268 83.907 % _fullsearch 0.4723 % 0.4723 % 13 169650 + 0 0.000 % _clearblock 0.3969 % 0.3969 % 1141 142565 + 0 0.000 % _bcopy 0.3037 % 0.3324 % 396 109098 + 0 0.000 % ___qdivrem 0.2345 % 4.8040 % 216 84240 + 0 0.000 % _idct 0.1867 % 0.5084 % 414 67055 + 0 0.000 % ___sfvwrite 0.0999 % 21.5775 % 3 35899 + 0 0.000 % _putpict 0.0914 % 29.7405 % 3 32841 + 0 0.000 % _transform 0.0914 % 7.4078 % 3 32841 + 0 0.000 % _itransform 0.0836 % 0.1193 % 67 30026 + 0 0.000 % ___dtoa 0.0518 % 0.3962 % 3 18604 + 0 0.000 % _stats 0.0501 % 0.1403 % 288 18009 + 0 0.000 % _fread 0.0453 % 0.0453 % 1276 16271 + 0 0.000 % ___ucmpdi2 0.0402 % 99.9986 % 1 14426 + 0 0.000 % _putseq 0.0373 % 0.1438 % 78 13384 + 0 0.000 % _putDC 0.0357 % 0.0357 % 9 12807 + 0 0.000 % _border_extend 0.0330 % 0.0357 % 282 11838 + 0 0.000 % _memchr 0.0320 % 1.6150 % 29 11486 + 0 0.000 % _pred 0.0311 % 29.8020 % 36 11157 + 0 0.000 % _frame_ME 0.0277 % 0.2354 % 3 9945 + 0 0.000 % _read_y_u_v 0.0273 % 2.0507 % 138 9798 + 0 0.000 % _iquant_non_intra 0.0259 % 0.4582 % 434 9310 + 0 0.000 % _open 0.0185 % 0.0258 % 36 6660 + 0 0.000 % _rc_calc_mquant 0.0178 % 1.3328 % 78 6396 + 0 0.000 % _iquant_intra 0.0177 % 1.3992 % 3 6368 + 0 0.000 % _calc_actj 0.0156 % 0.0376 % 36 5596 + 0 0.000 % _putmv 0.0151 % 2.1025 % 36 5440 + 0 0.000 % _predict_mb 0.0147 % 0.2147 % 103 5293 + 0 0.000 % _putACfirst 0.0119 % 2.1144 % 3 4281 + 0 0.000 % _predict 0.0102 % 0.0478 % 18 3672 + 0 0.000 % _putmvs 0.0102 % 29.8207 % 3 3669 + 0 0.000 % _motion_estimation 0.0101 % 1.4661 % 151 3624 + 0 0.000 % _fprintf 0.0088 % 0.1769 % 198 3168 + 0 0.000 % ___umoddi3 0.0088 % 0.0132 % 18 3150 + 0 0.000 % _log 0.0073 % 0.0073 % 21 2610 + 0 0.000 % ___sfp 0.0073 % 0.0074 % 48 2605 + 0 0.000 % _malloc 0.0068 % 0.0303 % 35 2450 + 0 0.000 % _putmbtype 0.0067 % 0.0214 % 36 2396 + 0 0.000 % _putmotioncode 0.0067 % 0.0106 % 39 2394 + 0 0.000 % ___sflush 0.0053 % 0.0187 % 35 1890 + 0 0.000 % _putaddrinc 0.0048 % 0.0048 % 143 1722 + 0 0.000 % ___cmpdi2 0.0046 % 0.0046 % 3 1644 + 0 0.000 % _dct_type_estimation 0.0044 % 0.0150 % 21 1566 + 0 0.000 % _fopen 0.0043 % 0.0045 % 21 1560 + 0 0.000 % ___swhatbuf 0.0040 % 0.0098 % 21 1433 + 0 0.000 % _fclose 0.0039 % 0.0588 % 24 1416 + 0 0.000 % _sprintf 0.0039 % 0.1008 % 52 1404 + 0 0.000 % _putDClum 0.0039 % 0.1681 % 198 1386 + 0 0.000 % ___udivdi3 0.0038 % 0.0040 % 27 1377 + 0 0.000 % ___swrite 0.0038 % 0.0136 % 22 1374 + 0 0.000 % ___smakebuf 0.0034 % 0.0034 % 67 1206 + 0 0.000 % _isnan 0.0034 % 0.0034 % 67 1206 + 0 0.000 % _isinf 0.0030 % 0.0030 % 73 1073 + 0 0.000 % _strlen 0.0030 % 4.7003 % 3 1062 + 0 0.000 % _calcSNR 0.0027 % 0.0262 % 20 980 + 0 0.000 % _putcbp 0.0027 % 0.0668 % 1 972 + 0 0.000 % _putuserdata 0.0024 % 0.0078 % 13 865 + 0 0.000 % ___swbuf 0.0023 % 0.0023 % 20 810 + 0 0.000 % _logb 0.0020 % 0.0489 % 26 702 + 0 0.000 % _putDCchrom 0.0020 % 0.0094 % 10 702 + 0 0.000 % ___srefill 0.0019 % 0.0019 % 21 684 + 0 0.000 % ___sflags 0.0017 % 0.0017 % 51 612 + 0 0.000 % _bitcount 0.0015 % 0.1155 % 3 552 + 0 0.000 % _writeframe 0.0015 % 0.0087 % 12 540 + 0 0.000 % ___swsetup 0.0014 % 0.0014 % 83 486 + 0 0.000 % _finite 0.0013 % 0.0083 % 28 476 + 0 0.000 % _fflush 0.0013 % 0.0013 % 21 460 + 0 0.000 % _free 0.0012 % 0.4013 % 3 422 + 0 0.000 % _rc_update_pict 0.0011 % 0.0788 % 9 405 + 0 0.000 % _fwrite 0.0011 % 0.1128 % 3 402 + 0 0.000 % _calc_vbv_delay 0.0010 % 1.4542 % 3 354 + 0 0.000 % _rc_init_pict 0.0008 % 0.0008 % 18 288 + 0 0.000 % _ldexp 0.0007 % 0.0121 % 16 247 + 0 0.000 % _alignbits 0.0007 % 0.0008 % 21 240 + 0 0.000 % ___sclose 0.0007 % 0.0007 % 10 234 + 0 0.000 % ___sread 0.0005 % 0.1091 % 1 197 + 0 0.000 % _rc_init_seq 0.0005 % 0.0009 % 3 186 + 0 0.000 % _rc_start_mb 0.0005 % 0.0005 % 18 180 + 0 0.000 % ___negdi2 0.0005 % 0.0136 % 18 162 + 0 0.000 % _log10 0.0004 % 0.2358 % 3 141 + 0 0.000 % _readframe 0.0004 % 0.1535 % 3 136 + 0 0.000 % _putpicthdr 0.0003 % 0.0003 % 1 121 + 0 0.000 % _frametotc 0.0003 % 0.0329 % 1 92 + 0 0.000 % _rc_init_GOP 0.0002 % 0.0110 % 1 63 + 0 0.000 % _putgophdr 0.0002 % 0.0197 % 1 61 + 0 0.000 % _putseqhdr 0.0002 % 0.0002 % 27 54 + 0 0.000 % _write 0.0001 % 0.0002 % 3 45 + 0 0.000 % _vbv_end_of_picture 0.0001 %100.7170 % 1 40 + 0 0.000 % _main 0.0001 % 0.0001 % 21 40 + 0 0.000 % _close 0.0001 % 0.0001 % 21 40 + 0 0.000 % _fstat 0.0001 % 0.0001 % 10 18 + 0 0.000 % _read 0.0000 % 0.0064 % 1 14 + 0 0.000 % _putseqend 0.0000 % 0.0000 % 20 8 + 0 0.000 % _sbrk
The benchmark pov is a ray tracer [POV96]. It reads a scene description file, parses it, preprocesses it, then renders an image pixel by pixel. The read, parse, and preprocess routines do not lend themself to multithreading, and are only executed one time at the beginning of the program. Therefore these routines have been left scalar.
The threading was done to the ray-tracing portion of the code.
Each thread is initially assigned one pixel. When that pixel
has been complete, an ipc_reg increment command is used to get
the next available pixel. At the end of each scan-line, the threads
join, and a single thread writes the resulting line of the image
to a file. The next line begins with another fork. Figures A.8
and A.9 show the contents of the main loop before and after threading.
...
/* Loop over all columns. */
for (x = opts.First_Column; x < opts.Last_Column; x++)
{
Check_User_Abort(FALSE); /* Check for user abort. */
trace_pixel(x, y, Current_Line[x]); /* Trace current pixel. */
plot_pixel(x, y, Current_Line[x]); /* Display pixel. */
}
output_line(y); /* Write current row to disk. */
...
...
/* Loop over all columns. */
m_write_ipc_reg(1,opts.First_Column-1);
m_fork_n(0,max_threads-1);
for (x=m_inc_ipc_reg(1); x<opts.Last_Column; x=m_inc_ipc_reg(1))
{
Check_User_Abort(FALSE); /* Check for user abort. */
trace_pixel(x, y, Current_Line[x]); /* Trace current pixel. */
plot_pixel(x, y, Current_Line[x]); /* Display pixel. */
m_set_shared(Current_Line[x],Current_Line[x],sizeof(COLOUR));
}
m_join(0);
output_line(y); /* Write current row to disk. */
...
Pov uses the Private Memory Model because of the large number of global read/write variables. This model allows threads to be added with just a few lines of code, and no significant rewrite. The loop increment variable is stored in an ipc_reg register, and shows the effectiveness of the atomic read/increment command by allowing each thread to select the next available pixel for processing, no matter what order the threads complete their previous one. The command m_set_shared() is used to copy the completed pixel into thread zero's memory space. When all threads have reached the end of the row, thread zero writes it to the file before beginning the next line by forking off the threads again.
Figure A.10 shows a sample output from pov using the scene description file simple.pov provided with the simulator source code.
Table A.3 is the profile of pov. See Appendix C for description
of the fields.

% instruc % parent # calls # instr. + tpenalty % thread. symbol
19.2683 % 19.2683 % 2755 1534161 + 0 100.000 % _bcopy
16.5334 % 24.7711 % 1900 1316404 + 0 100.000 % _sqrt
12.0237 % 12.0237 % 10171 957339 + 0 99.994 % _memcpy
4.6843 % 4.6843 % 3950 372970 + 0 100.000 % _scalb
4.0106 % 6.0535 % 1794 319332 + 0 100.000 % _compute_lighted_texture
2.8172 % 9.1793 % 3985 224306 + 0 99.990 % _Intersection
2.3439 % 3.8582 % 1537 186624 + 0 100.000 % _create_ray
2.2189 % 2.2189 % 3950 176670 + 0 100.000 % _logb
2.1894 % 2.1907 % 2288 174324 + 1194 99.030 % _malloc
2.1255 % 11.3995 % 5038 169234 + 0 100.000 % _Determine_Apparent_Colour
1.8588 % 1.8588 % 1177 148003 + 0 99.936 % _Intersect_Plane
1.8448 % 2.4343 % 1699 146885 + 0 100.000 % _Intersect_Sphere
1.7671 % 4.7460 % 1699 140699 + 0 100.000 % _All_Sphere_Intersections
1.7058 % 4.5442 % 1755 135817 + 0 100.000 % _Diffuse
1.6974 % 3.9346 % 4608 135146 + 3 99.957 % _Trace
1.4051 % 2.9477 % 47 111875 + 0 0.000 % _Write_Targa_Pixel
1.3151 % 1.3151 % 2304 104706 + 0 0.000 % _floor
1.2242 % 3.8260 % 1196 97474 + 0 100.000 % _do_light
1.2155 % 1.2155 % 3122 96782 + 0 100.000 % _Ray_In_Bound
1.1743 % 4.7242 % 2259 93496 + 624 100.000 % _pov_malloc
1.0700 % 1.7613 % 1332 85198 + 0 100.000 % _block_point_light
0.9771 % 3.4883 % 1177 77800 + 0 99.977 % _All_Plane_Intersections
0.8584 % 0.8584 % 768 68347 + 0 99.870 % _Clip_Colour
0.6911 % 0.6911 % 3050 55026 + 0 100.000 % _finite
0.6656 % 2.9998 % 2304 52992 + 0 99.966 % _trace_pixel
0.6309 % 2.0354 % 1196 50232 + 0 100.000 % _do_texture_map
0.5765 % 0.5770 % 3533 45905 + 6 100.000 % _open_istack
0.5444 % 1.7309 % 1227 43344 + 0 99.336 % _pov_free
0.5408 % 0.5408 % 598 43056 + 0 100.000 % _Attenuate_Light
0.5286 % 0.5286 % 2286 42090 + 0 98.033 % _free
0.5116 % 0.5116 % 304 40736 + 0 100.000 % _do_diffuse
0.5016 % 0.5016 % 768 39936 + 0 99.870 % _do_fog
0.4968 % 0.4968 % 2261 39557 + 267 100.000 % _mem_stats_alloc
0.4356 % 2.0128 % 598 34684 + 0 100.000 % _Compute_Pigment
0.4258 % 0.5558 % 305 33900 + 0 100.000 % _do_phong
0.4206 % 0.4206 % 1288 33488 + 0 100.000 % _Point_In_Clip
0.4050 % 0.6443 % 150 32250 + 0 100.000 % _log__D
0.3853 % 15.5184 % 818 30675 + 0 100.000 % _block_light_source
0.3681 % 1.1761 % 793 29310 + 648 97.637 % _Start_Non_
Adaptive_Tracing
0.3665 % 1.6976 % 2304 29184 + 0 99.870 % _Do_Finite_Atmosphere
0.3383 % 0.3404 % 768 26936 + 168 100.000 % _initialize_ray_
container_state
0.3259 % 0.7498 % 450 25950 + 0 100.000 % _pow
0.3079 % 0.3079 % 598 24518 + 0 100.000 % _create_texture_list
0.3024 % 0.3024 % 344 24080 + 0 100.000 % _Sphere_Normal
0.2990 % 0.5016 % 768 23808 + 0 99.870 % _do_atmospheric_scattering
0.2894 % 0.4919 % 768 23040 + 0 99.870 % _do_rainbow
0.2502 % 0.2767 % 840 19920 + 0 0.000 % _Write_Targa_Line
0.2411 % 0.2411 % 768 19200 + 0 99.870 % _plot_pixel
0.2328 % 0.2328 % 598 18538 + 0 100.000 % _Copy_Ray_Containers
0.2315 % 0.2315 % 768 18432 + 0 100.000 % _All_Light_
Source_Intersections
0.2315 % 0.2315 % 768 18432 + 0 100.000 % _Check_User_Abort
0.2219 % 0.2219 % 768 17664 + 0 99.870 % _gamma_correct
0.2026 % 0.2508 % 768 16128 + 0 99.870 % ./spheres.o
0.2026 % 0.2508 % 768 16128 + 0 99.870 % ./super.o
0.1809 % 0.4842 % 150 14400 + 0 100.000 % _exp__D
0.1774 % 0.1774 % 3531 14124 + 0 99.972 % _close_istack
0.1696 % 0.1696 % 2051 13500 + 0 100.000 % _copysign
0.1361 % 0.1361 % 2261 10836 + 0 99.336 % _mem_stats_free
0.1294 % 0.1294 % 1288 10304 + 0 100.000 % _incstack
0.1068 % 0.1068 % 170 8500 + 0 99.412 % _do_skysphere
0.1055 % 0.2783 % 105 8400 + 0 100.000 % _filter_shadow_ray
0.0829 % 0.3254 % 254 6604 + 0 100.000 % _Plane_Normal
0.0686 % 0.0686 % 1366 5464 + 0 100.000 % _Initialize_Ray_Containers
0.0619 % 0.3224 % 170 4930 + 0 99.412 % _Do_Infinite_Atmosphere
0.0543 % 0.0998 % 48 4320 + 0 0.000 % _freopen
0.0368 % 0.1088 % 288 2933 + 0 0.000 % ___sflush
0.0283 % 0.0283 % 150 2250 + 0 100.000 % _ldexp
0.0225 % 0.0244 % 25 1794 + 0 0.000 % ___swhatbuf
0.0211 % 0.0350 % 83 1679 + 0 0.000 % ___swbuf
0.0194 % 0.0590 % 50 1541 + 0 0.000 % ___smakebuf
0.0154 % 0.0320 % 116 1224 + 0 0.000 % ___swrite
0.0130 % 0.0343 % 49 1035 + 0 0.000 % ___swsetup
0.0121 % 0.0121 % 30 960 + 0 0.000 % ___sflags
0.0112 % 0.0112 % 24 888 + 0 0.000 % _Prune_Vista_Tree
0.0108 % 0.0332 % 47 858 + 0 0.000 % _output_line
0.0087 % 0.0087 % 24 696 + 0 0.000 % _check_stats
0.0051 % 0.2018 % 260 408 + 0 0.000 % _fflush
0.0038 % 0.0054 % 1 301 + 0 0.000 % __fwalk
0.0036 % 0.0079 % 26 288 + 0 0.000 % ___sclose
0.0009 % 0.0009 % 1 72 + 216 100.000 % _Inside_Sphere
0.0008 % 0.0017 % 6 66 + 198 100.000 % _create_istack
0.0008 % 0.0008 % 1 60 + 180 100.000 % _Inside_Plane
0.0012 % 0.0012 % 50 96 + 0 0.000 % _close
0.0008 % 0.0010 % 2 64 + 0 0.000 % _Destroy_Text_Streams
0.0006 % 0.0053 % 8 48 + 0 0.000 % _close_all
0.0006 % 0.0006 % 24 48 + 0 0.000 % _dup2
0.0006 % 0.0006 % 30 48 + 0 0.000 % _open
0.0006 % 0.0006 % 116 48 + 0 0.000 % _write
0.0006 % 0.0008 % 5 47 + 0 0.000 % _Destroy_IStacks
0.0006 % 0.0006 % 25 46 + 0 0.000 % _fstat
0.0005 % 0.0017 % 4 37 + 0 0.000 % _Destroy_Frame
0.0004 % 0.0006 % 5 32 + 0 0.000 % _Free_Noise_Tables
0.0004 % 0.0006 % 2 30 + 0 0.000 % _destroy_libraries
0.0004 % 0.0004 % 2 29 + 0 0.000 % _FreeFontInfo
0.0001 % 0.0001 % 1 11 + 33 100.000 % _Inside_Light_Source
0.0003 % 0.0009 % 4 26 + 0 0.000 % _Close_Targa_File
0.0003 % 0.0003 % 2 25 + 0 0.000 % _Deinitialize_
Radiosity_Code
0.0003 % 0.0003 % 2 24 + 0 0.000 % _Destroy_Skysphere
0.0003 % 0.0003 % 2 21 + 0 0.000 % _Destroy_Light_Buffers
0.0003 %118.0327 % 4 20 + 0 0.000 % _main
0.0003 % 0.0003 % 2 20 + 0 0.000 % _exit
0.0002 %106.3712 % 29 18 + 0 0.000 % _FrameRender
0.0002 % 0.0004 % 5 17 + 0 0.000 % _Deinitialize_
Lighting_Code
0.0002 % 0.0006 % 3 15 + 0 0.000 % _Terminate_POV
0.0002 % 0.0004 % 2 14 + 0 0.000 % _destroy_shellouts
0.0002 % 0.0004 % 4 14 + 0 0.000 % _Terminate_Renderer
0.0002 % 0.0002 % 2 13 + 0 0.000 % _Free_Iteration_Stack
0.0002 % 0.0005 % 5 13 + 0 0.000 % _Deinitialize_
VLBuffer_Code
0.0002 % 0.0011 % 5 12 + 0 0.000 % _Destroy_Camera
0.0001 % 0.0001 % 2 11 + 0 0.000 % _Deinitialize_
Atmosphere_Code
0.0001 % 0.0001 % 1 11 + 0 0.000 % _destroy_histogram
0.0001 % 0.0001 % 2 10 + 0 0.000 % _Destroy_Random_Generators
0.0001 % 0.0001 % 23 4 + 12 100.000 % _sbrk
0.0001 % 0.0003 % 3 9 + 0 0.000 % _Deinitialize_BBox_Code
0.0001 % 0.0003 % 3 9 + 0 0.000 % _Destroy_Blob_Queue
0.0001 % 0.0003 % 3 9 + 0 0.000 % _Deinitialize_Mesh_Code
0.0001 % 0.0001 % 2 9 + 0 0.000 % _Destroy_Vista_Buffer
0.0001 % 0.0001 % 2 8 + 0 0.000 % _Destroy_Atmosphere
0.0001 % 0.0001 % 2 8 + 0 0.000 % _Destroy_Bounding_Slabs
0.0001 % 0.0006 % 2 8 + 0 0.000 % __cleanup
0.0001 % 0.0002 % 1 6 + 0 0.000 % _mem_release_all
0.0001 % 0.0001 % 2 6 + 0 0.000 % _mem_stats_init
0.0000 % 0.0000 % 1 1 + 0 0.000 % __exit
Multithreaded Superscalar Simulator
based on SDSP by Steven Wallace
with multithreaded extensions by Mark Pontius
ss - simulate the SDSP multithreaded microprocessor
ss [-options] executable [executable options]
ss [-options] -scalar -tracegen executable [executable options]
ss [-options] -trace tracefile1 ... tracefileN
Ss simulates the specified executable or tracefiles as if they were run on a multithreaded SDSP microprocessor.
The first version reads an SDSP executable program and simulates it.
The second version reads an SDSP executable program and creates a tracefile.
The third version reads n tracefiles, and treats them as coarse grain threads to be simulated.
The simulation consists of a cycle-by-cycle correct emulation of the real microprocessor, with register file, Instruction Window, Reorder Buffer, Scheduling Unit, Execution Units, Instruction and Data Cache, and Thread Control, all fully supported.
Ss will allow the following command line options. They may be placed in any order, and later options will over ride earlier ones. The internal variable names are listed to give a better idea of exactly what each option does. This is followed by a description of where and how that option may be used. Note that TRUE=1 and FALSE=0.
This is an incomplete list. Items that were unused in this thesis
have been omitted. Please refer to the man page for other options.
Sets the number of Integer Execution Units.
Enables a very simple not-taken branch prediction algorithm.
Sets the number of Floating Point Execution Units.
Redirect stdin from file. .in is appended to the benchmark name.
Line size. Used in the instruction and Data Cache.
Set the number of Load Execution Units. See -ls below for more
information.
Set the number of integer Multiply Execution Units.
Disables interactive mode. See -i above.
Turns off dualfetch (see above).
Redirect stdout to file. .out is appended to the benchmark name.
arg may be a combination of XRLCIBPF
Set the number of Store Execution Units. See -ls above for more
information.
showstats -display processor statistics for a run of ss.
showstats [-options] files
Showstats displays the statistics from a run of the ss superscalar simulation. The raw statistics files are created by giving the -bstat option to ss which generates a file with the .bstat extension. This is the file given on the showstats command line.
Showstats will allow the following command line options.
They may be placed in any order, and later options will override
earlier ones. This is a partial list, refer to the man page for
other options.
Showstats can display many different statistics for a given run. These are summarized below by the order they appear within the various output displays. The variable or equation used is shown so you can see exactly what is being measured. These variable names may be searched for in the simulator source code. Directions are given for what command line options in the simulator ss would have been used to set the parameters.
The number of blocks in the RBIW. This was controlled by the -w
option.
The number of bytes in a cache line. It was set by the -l option.
The number of superscalar cycles simulated.
Cycles Per Instruction. The average rate of completing instructions.
Percentage of times that branch prediction was correct.
Cumulative number of threads executed.
The following is an example output from showstats. This data was used in the number of threads graph in Chapter 6. The fields are explained in Appendix C.
mpeg2e label: mpeg2e mpeg2e mpeg2e mpeg2e mpeg2e mpeg2e mpeg2e
mpeg2e threads: 1 2 3 4 5 6 7
mpeg2e decode: 8 8 8 8 8 8 8
mpeg2e depth: 4 4 4 4 4 4 4
mpeg2e cslots: 2 2 2 2 2 2 2
mpeg2e alu: 8 8 8 8 8 8 8
mpeg2e mul: 4 4 4 4 4 4 4
mpeg2e fpu: 4 4 4 4 4 4 4
mpeg2e load/store: 2 2 2 2 2 2 2
mpeg2e line size: 32 32 32 32 32 32 32
mpeg2e i cache size: 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way)
mpeg2e d cache size: 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way)
mpeg2e btb size: 256 256 256 256 256 256 256
mpeg2e thread model: shared-mem shared-mem shared-mem shared-mem shared-mem shared-mem shared-mem
mpeg2e prefetch: dual fetch dual fetch dual fetch dual fetch dual fetch dual fetch dual fetch
mpeg2e schedule: LIBPF LIBPF LIBPF LIBPF LIBPF LIBPF LIBPF
mpeg2e ---results--- ------------ ------------ ------------ ------------ ------------ ------------ ------------
mpeg2e cycles: 10,685,764 9,041,598 9,017,560 8,609,206 8,800,814 8,787,066 8,953,615
mpeg2e float work: 9,674,452 9,674,452 9,674,452 9,674,452 9,674,452 9,674,452 9,674,452
mpeg2e instructions: 35,918,652 35,969,052 36,019,452 36,069,852 36,120,252 36,170,652 36,221,052
mpeg2e quick_instr: 257,583 257,583 257,583 257,583 257,583 257,583 257,583
mpeg2e CPI: 0.297 0.251 0.250 0.239 0.244 0.243 0.247
mpeg2e IPC: 3.361 3.978 3.994 4.190 4.104 4.116 4.045
mpeg2e avg fetch: 6.748 6.742 6.735 6.729 6.722 6.716 6.710
mpeg2e avg issue: 3.182 3.765 3.779 3.963 3.881 3.891 3.823
mpeg2e total delays: 57.377 % 49.528 % 49.296 % 46.788 % 47.847 % 47.663 % 48.547 %
mpeg2e su stalls: 36.188 % 29.774 % 29.774 % 26.954 % 28.297 % 28.006 % 28.819 %
mpeg2e br delays: 20.970 % 19.491 % 19.253 % 19.553 % 19.274 % 19.376 % 19.447 %
mpeg2e i delays: 0.219 % 0.263 % 0.268 % 0.281 % 0.276 % 0.281 % 0.282 %
mpeg2e i swap: 58.342 % 59.035 % 59.935 % 60.133 % 60.272 % 60.827 % 61.896 %
mpeg2e d swap: 44.818 % 44.829 % 45.371 % 45.049 % 44.778 % 46.691 % 46.535 %
mpeg2e i miss: 0.088 % 0.090 % 0.092 % 0.092 % 0.093 % 0.095 % 0.097 %
mpeg2e d miss: 0.035 % 0.035 % 0.036 % 0.036 % 0.035 % 0.037 % 0.037 %
mpeg2e fetch deficit: 15.722 % 15.807 % 15.889 % 15.971 % 16.052 % 16.133 % 16.205 %
mpeg2e pred rate: 35.081 % 35.177 % 35.272 % 35.366 % 35.462 % 35.571 % 35.640 %
mpeg2e br penalty: 2.851 2.231 2.187 2.110 2.116 2.114 2.151
mpeg2e commit bypass: 0.112 % 9.298 % 14.375 % 25.390 % 21.427 % 20.457 % 19.801 %
mpeg2e fetch cycles: 6,818,806 6,349,588 6,332,707 6,288,719 6,310,465 6,326,128 6,373,320
mpeg2e thread sw: 0.000 % 32.505 % 32.765 % 34.459 % 34.911 % 35.382 % 32.938 %
mpeg2e only thread: 100.000 % 63.238 % 63.381 % 63.824 % 63.627 % 63.437 % 66.873 %
mpeg2e exclusive th: 0.000 % 0.128 % 0.128 % 0.130 % 0.130 % 0.130 % 0.129 %
mpeg2e total threads: 1 469 937 1,405 1,873 2,341 2,809
nlfilt label: nlfilt nlfilt nlfilt nlfilt nlfilt nlfilt nlfilt
nlfilt threads: 1 2 3 4 5 6 7
nlfilt decode: 8 8 8 8 8 8 8
nlfilt depth: 4 4 4 4 4 4 4
nlfilt cslots: 2 2 2 2 2 2 2
nlfilt alu: 8 8 8 8 8 8 8
nlfilt mul: 4 4 4 4 4 4 4
nlfilt fpu: 4 4 4 4 4 4 4
nlfilt load/store: 2 2 2 2 2 2 2
nlfilt line size: 32 32 32 32 32 32 32
nlfilt i cache size: 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way)
nlfilt d cache size: 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way)
nlfilt btb size: 256 256 256 256 256 256 256
nlfilt thread model: shared-mem shared-mem shared-mem shared-mem shared-mem shared-mem shared-mem
nlfilt prefetch: dual fetch dual fetch dual fetch dual fetch dual fetch dual fetch dual fetch
nlfilt schedule: LIBPF LIBPF LIBPF LIBPF LIBPF LIBPF LIBPF
nlfilt ---results--- ------------ ------------ ------------ ------------ ------------ ------------ ------------
nlfilt cycles: 2,795,696 2,750,643 2,711,331 2,714,859 2,734,072 2,729,128 2,737,744
nlfilt float work: 273,725 273,725 273,725 273,725 273,725 273,725 273,725
nlfilt instructions: 19,192,033 19,192,884 19,192,921 19,192,958 19,192,995 19,193,032 19,193,069
nlfilt quick_instr: 1,059,949 1,059,949 1,059,949 1,059,949 1,059,949 1,059,949 1,059,949
nlfilt CPI: 0.146 0.143 0.141 0.141 0.142 0.142 0.143
nlfilt IPC: 6.865 6.978 7.079 7.070 7.020 7.033 7.011
nlfilt avg fetch: 7.691 7.690 7.690 7.690 7.690 7.690 7.690
nlfilt avg issue: 6.808 6.920 7.020 7.011 6.962 6.975 6.953
nlfilt total delays: 11.840 % 10.385 % 9.085 % 9.203 % 9.841 % 9.677 % 9.961 %
nlfilt su stalls: 7.901 % 8.573 % 7.735 % 7.891 % 8.537 % 8.372 % 8.659 %
nlfilt br delays: 3.850 % 1.717 % 1.254 % 1.216 % 1.208 % 1.210 % 1.207 %
nlfilt i delays: 0.089 % 0.095 % 0.095 % 0.095 % 0.096 % 0.096 % 0.095 %
nlfilt i swap: 0.000 % 0.000 % 0.000 % 0.000 % 0.000 % 0.000 % 0.000 %
nlfilt d swap: 41.056 % 41.156 % 42.092 % 41.636 % 41.767 % 42.349 % 49.018 %
nlfilt i miss: 0.020 % 0.020 % 0.020 % 0.020 % 0.020 % 0.020 % 0.020 %
nlfilt d miss: 0.082 % 0.082 % 0.084 % 0.083 % 0.083 % 0.084 % 0.095 %
nlfilt fetch deficit: 3.886 % 3.894 % 3.894 % 3.894 % 3.894 % 3.894 % 3.895 %
nlfilt pred rate: 66.986 % 67.016 % 67.016 % 67.015 % 67.014 % 67.014 % 67.013 %
nlfilt br penalty: 3.441 1.509 1.087 1.056 1.055 1.055 1.056
nlfilt commit bypass: 0.013 % 3.715 % 8.055 % 9.571 % 8.672 % 8.884 % 8.188 %
nlfilt fetch cycles: 2,574,800 2,514,825 2,501,598 2,500,631 2,500,654 2,500,655 2,500,682
nlfilt thread sw: 0.000 % 95.931 % 97.865 % 99.076 % 99.071 % 99.075 % 98.990 %
nlfilt only thread: 100.000 % 0.917 % 1.899 % 0.922 % 0.922 % 0.925 % 0.922 %
nlfilt exclusive th: 0.000 % 0.000 % 0.000 % 0.000 % 0.000 % 0.000 % 0.000 %
nlfilt total threads: 1 2 3 4 5 6 7
pov label: pov pov pov pov pov pov pov
pov threads: 1 2 3 4 5 6 7
pov decode: 8 8 8 8 8 8 8
pov depth: 4 4 4 4 4 4 4
pov cslots: 2 2 2 2 2 2 2
pov alu: 8 8 8 8 8 8 8
pov mul: 4 4 4 4 4 4 4
pov fpu: 4 4 4 4 4 4 4
pov load/store: 2 2 2 2 2 2 2
pov line size: 32 32 32 32 32 32 32
pov i cache size: 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way)
pov d cache size: 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way) 64K (4 way)
pov btb size: 256 256 256 256 256 256 256
pov thread model: multiprocess multiprocess multiprocess multiprocess multiprocess multiprocess multiprocess
pov prefetch: dual fetch dual fetch dual fetch dual fetch dual fetch dual fetch dual fetch
pov schedule: LIBPF LIBPF LIBPF LIBPF LIBPF LIBPF LIBPF
pov ---results--- ------------ ------------ ------------ ------------ ------------ ------------ ------------
pov cycles: 4,676,530 4,322,226 4,176,538 3,982,403 3,936,657 3,954,593 3,978,653
pov float work: 12,090,622 12,090,853 12,091,084 12,091,315 12,091,546 12,091,777 12,092,008
pov instructions: 7,962,116 7,963,299 7,964,482 7,965,665 7,966,848 7,968,031 7,969,214
pov quick_instr: 1,436,048 1,441,419 1,441,289 1,430,442 1,441,256 1,433,365 1,440,614
pov CPI: 0.587 0.543 0.524 0.500 0.494 0.496 0.499
pov IPC: 1.703 1.842 1.907 2.000 2.024 2.015 2.003
pov avg fetch: 5.675 5.674 5.674 5.673 5.673 5.673 5.673
pov avg issue: 1.345 1.455 1.506 1.580 1.599 1.592 1.582
pov total delays: 74.165 % 72.039 % 71.057 % 69.639 % 69.280 % 69.414 % 69.593 %
pov su stalls: 62.936 % 64.335 % 64.582 % 64.272 % 63.878 % 64.021 % 64.298 %
pov br delays: 11.036 % 7.547 % 6.331 % 5.223 % 5.277 % 5.252 % 5.177 %
pov i delays: 0.193 % 0.156 % 0.145 % 0.145 % 0.125 % 0.141 % 0.118 %
pov i swap: 40.819 % 38.787 % 35.697 % 34.154 % 31.804 % 33.041 % 31.934 %
pov d swap: 0.000 % 21.927 % 23.377 % 24.359 % 23.625 % 24.359 % 23.994 %
pov i miss: 0.129 % 0.124 % 0.118 % 0.116 % 0.112 % 0.114 % 0.112 %
pov d miss: 0.035 % 0.045 % 0.046 % 0.046 % 0.046 % 0.046 % 0.046 %
pov fetch deficit: 29.158 % 29.161 % 29.164 % 29.166 % 29.168 % 29.171 % 29.173 %
pov pred rate: 73.591 % 73.571 % 73.573 % 73.550 % 73.563 % 73.555 % 73.555 %
pov br penalty: 2.349 1.483 1.202 0.945 0.944 0.944 0.936
pov commit bypass: 1.456 % 10.472 % 14.683 % 19.460 % 21.316 % 20.206 % 18.952 %
pov fetch cycles: 1,733,330 1,541,527 1,479,239 1,422,847 1,421,991 1,422,818 1,420,448
pov thread sw: 0.000 % 75.906 % 87.267 % 92.171 % 94.691 % 94.785 % 95.158 %
pov only thread: 100.000 % 4.039 % 3.975 % 4.251 % 4.137 % 4.074 % 4.102 %
pov exclusive th: 0.000 % 0.000 % 0.000 % 0.000 % 0.000 % 0.000 % 0.000 %
pov total threads: 1 25 49 73 97 121 145
isuite label: isuite isuite isuite
isuite threads: 1 2 4
isuite decode: 8 8 8
isuite depth: 4 4 4
isuite cslots: 2 2 2
isuite alu: 8 8 8
isuite mul: 4 4 4
isuite fpu: 4 4 4
isuite load/store: 2 2 2
isuite line size: 32 32 32
isuite i cache size: 64K (4 way) 64K (4 way) 64K (4 way)
isuite d cache size: 64K (4 way) 64K (4 way) 64K (4 way)
isuite btb size: 256 256 256
isuite thread model: multiprogram multiprogram multiprogram
isuite prefetch: dual fetch dual fetch dual fetch
isuite schedule: LIBPF LIBPF LIBPF
isuite ---results--- ------------ ------------ ------------
isuite cycles: 1,392,791 1,332,572 1,269,990
isuite float work: 0 0 0
isuite instructions: 8,000,000 8,000,000 8,000,000
isuite quick_instr: 0 0 0
isuite CPI: 0.174 0.167 0.159
isuite IPC: 5.744 6.003 6.299
isuite avg fetch: 6.495 6.496 6.496
isuite avg issue: 5.257 5.495 5.766
isuite total delays: 14.291 % 10.372 % 5.957 %
isuite su stalls: 7.113 % 5.541 % 2.184 %
isuite br delays: 6.348 % 4.378 % 3.452 %
isuite i delays: 0.831 % 0.453 % 0.321 %
isuite i swap: 24.567 % 25.724 % 26.289 %
isuite d swap: 92.738 % 93.427 % 93.619 %
isuite i miss: 0.187 % 0.190 % 0.192 %
isuite d miss: 2.607 % 2.939 % 3.030 %
isuite fetch deficit: 18.959 % 18.959 % 18.959 %
isuite pred rate: 93.896 % 93.889 % 93.912 %
isuite br penalty: 2.079 1.370 1.034
isuite commit bypass: 1.177 % 33.668 % 77.466 %
isuite fetch cycles: 1,293,718 1,258,725 1,242,249
isuite thread sw: 0.000 % 76.312 % 95.180 %
isuite only thread: 100.000 % 12.081 % 4.731 %
isuite exclusive th: 0.000 % 0.000 % 0.000 %
isuite total threads: 4 4 4
fsuite label: fsuite fsuite fsuite
fsuite threads: 1 2 4
fsuite decode: 8 8 8
fsuite depth: 4 4 4
fsuite cslots: 2 2 2
fsuite alu: 8 8 8
fsuite mul: 4 4 4
fsuite fpu: 4 4 4
fsuite load/store: 2 2 2
fsuite line size: 32 32 32
fsuite i cache size: 64K (4 way) 64K (4 way) 64K (4 way)
fsuite d cache size: 64K (4 way) 64K (4 way) 64K (4 way)
fsuite btb size: 256 256 256
fsuite thread model: multiprogram multiprogram multiprogram
fsuite prefetch: dual fetch dual fetch dual fetch
fsuite schedule: LIBPF LIBPF LIBPF
fsuite ---results--- ------------ ------------ ------------
fsuite cycles: 4,573,652 4,263,629 3,840,978
fsuite float work: 12,030,035 12,030,035 12,030,035
fsuite instructions: 8,000,000 8,000,000 8,000,000
fsuite quick_instr: 0 0 0
fsuite CPI: 0.572 0.533 0.480
fsuite IPC: 1.749 1.876 2.083
fsuite avg fetch: 6.336 6.336 6.342
fsuite avg issue: 1.454 1.560 1.731
fsuite total delays: 74.916 % 73.076 % 70.110 %
fsuite su stalls: 68.230 % 68.442 % 66.113 %
fsuite br delays: 6.291 % 4.425 % 3.845 %
fsuite i delays: 0.396 % 0.209 % 0.152 %
fsuite i swap: 44.128 % 45.469 % 58.378 %
fsuite d swap: 5.201 % 5.409 % 7.040 %
fsuite i miss: 0.286 % 0.293 % 0.384 %
fsuite d miss: 0.079 % 0.079 % 0.080 %
fsuite fetch deficit: 21.029 % 21.028 % 21.029 %
fsuite pred rate: 66.283 % 66.211 % 66.268 %
fsuite br penalty: 2.324 1.520 1.192
fsuite commit bypass: 0.694 % 11.416 % 20.867 %
fsuite fetch cycles: 1,453,051 1,345,488 1,301,558
fsuite thread sw: 0.000 % 58.334 % 81.447 %
fsuite only thread: 100.000 % 15.270 % 13.197 %
fsuite exclusive th: 0.000 % 0.000 % 0.000 %
fsuite total threads: 4 4 4
Additional data can be accessed in electronic form on the World Wide Web:
http://www.eng.uci.edu/comp.arch/multithreading/index.html
The data is also available on the CD-ROM that is present with
the hard copy of the book at the University of California, Irvine
library. The CD-ROM is recorded in single-session 640MB ISO9660
format, and may be read on nearly any CD drive under Unix, DOS,
Windows, or many others. The information is present on the disk
as both a gzip compressed tar archive for Unix machines, and a
zip file for DOS / Windows machines. It contains the following
items:
Any questions about this thesis, or the accompanying disk can be directed to: