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simulate.js
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simulate.js
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// The Instruction Class, store the information about the instructions which
// the simulator can execute.
function Instruction(Op, dest, source_1, source_2) {
this.Op = Op;
this.dest = dest;
this.source_1 = source_1;
this.source_2 = source_2;
this.state = 0; // 0: not run, 1: running, 2: finished
this.stage = ["", "", "", ""];
}
// The Instruction Class compare function.
Instruction.compare = function (instruction_1, instruction_2) {
if (!instruction_1 && !instruction_2) return true;
if (!instruction_1 || !instruction_2) return false;
if (instruction_1.Op !== instruction_2.Op) return false;
if (instruction_1.dest !== instruction_2.dest) return false;
if (instruction_1.source_1 !== instruction_2.source_1) return false;
return instruction_1.source_2 === instruction_2.source_2;
}
// Get the issue time of the instruction
Instruction.prototype.issueTime = function () {
return Number(this.stage[0]);
}
// Return the instruction information.
Instruction.prototype.toString = function () {
let temp = "Op: " + this.Op + " dest: " + this.dest + " ";
temp += "source_1: " + this.source_1 + " source_2: " + this.source_2 + " ";
temp += "state: " + this.state;
temp += this.stage;
return temp;
}
// Format the original instruction style. OP DST SRC1 SRC2
Instruction.prototype.getSource = function () {
return this.Op + " " + this.dest + " " + this.source_1 + " " + this.source_2;
}
// Set the instruction to issue stage
Instruction.prototype.setIssue = function (clock) {
this.state = 1;
this.stage[0] = clock + "";
}
// Set the instruction to operand stage
Instruction.prototype.setOperand = function (clock) {
this.stage[1] = clock + "";
}
// Set the instruction to exec stage
Instruction.prototype.setExec = function (clock) {
this.stage[2] = clock + "";
}
// Set the instruction to write stage
Instruction.prototype.setWrite = function (clock) {
this.state = 2;
this.stage[3] = clock + "";
}
// Judge whether the instruction is running
Instruction.prototype.isRunning = function () {
return this.state >= 1;
}
// Judge whether the instruction is finished.
Instruction.prototype.isFinished = function () {
return this.state === 2;
}
/*
* The FunctionUint Class, provide the information about the function unit
* and the operation of the function unit.
*/
function FunctionUnit(name, execTime) {
this.name = name;
this.busy = false;
this.Op = "";
this.Fi = "";
this.Fj = "";
this.Fk = "";
this.Qj = "";
this.Qk = "";
this.Rj = true;
this.Rk = true;
this.exec = 0;
this.execTime = execTime; // The clock need in execution stage.
this.execStart = 0; // The start time of current instruction.
this.currentInstruction = null; // The current executing instruction.
}
// For print the function unit information.
FunctionUnit.prototype.toString = function () {
let temp = "name: " + this.name + " Op: " + this.Op + " ";
temp += "Fi: " + this.Fi + " Fj: " + this.Fj + " ";
temp += "Fk: " + this.Fk + " Qj: " + this.Qj + " ";
temp += "Qk: " + this.Qk + " Rj: " + this.Rj + " ";
temp += "Rk: " + this.Rk + " exec: " + this.exec;
if (this.currentInstruction) {
temp += " instruction: " + this.currentInstruction.Op;
}
return temp;
}
// Clear the information of function unit, this will be occured when the
// instruction is finished.
FunctionUnit.prototype.clear = function () {
this.busy = false;
this.Op = "";
this.Fi = "";
this.Fj = "";
this.Fk = "";
this.Qj = "";
this.Qk = "";
this.Rj = true;
this.Rk = true;
this.exec = 0;
this.execStart = 0;
this.currentInstruction = null;
}
// Load instruction into the function unit
FunctionUnit.prototype.loadInstruction = function (instruction, registers,
clock) {
// If the function unit is running it cannot load the instruction.
if (this.exec !== 0) {
return false;
}
// If the instruction dest register is occupied, it cannot be issued for WRW.
if (registers[instruction.dest].state) {
return false;
}
// Issue the instruction and init the function unit and register.
instruction.setIssue(clock);
this.currentInstruction = instruction;
this.busy = true;
this.exec = 1;
this.Op = instruction.Op;
this.Fi = instruction.dest;
registers[instruction.dest].manipulation = this.name;
registers[instruction.dest].state = true;
// The operand info
if (!!registers[instruction.source_1]) {
this.Fj = instruction.source_1;
registers[this.Fj].read = clock;
if (registers[this.Fj].state === false) {
this.Rj = true;
this.Qj = "";
} else {
this.Rj = false;
this.Qj = registers[this.Fj].manipulation;
}
}
if (!!registers[instruction.source_2]) {
this.Fk = instruction.source_2;
registers[this.Fk].read = clock;
if (registers[this.Fk].state === false) {
this.Rk = true;
this.Qk = "";
} else {
this.Rk = false;
this.Qk = registers[this.Fk].manipulation;
}
}
return true;
}
// Update the Function unit
FunctionUnit.prototype.forwardPipeline = function (registers, clock) {
// The function unit didn't need to forward
if (this.exec === 0 || this.exec === 5) {
return;
}
// If the operands is ready, then forward the function unit.
if (this.Rj && this.Rk) {
// Run the instruction first after the function unit ready, and write
// back in the next circle.
switch (this.exec){
case 1: // current exec: ID1 stage
this.currentInstruction.setOperand(clock);
this.exec++; // ID1->ID2 stage
this.execStart = clock;
// Set the register(source 1) in unread state
if (registers[this.Fj] &&
this.currentInstruction.issueTime() === registers[this.Fj].read) {
registers[this.Fj].read = 0;
}
// Set the register(source 2) in unread state
if (registers[this.Fk] &&
this.currentInstruction.issueTime() === registers[this.Fk].read) {
registers[this.Fk].read = 0;
}
break;
case 2: // current exec: ID2 stage
this.currentInstruction.setExec(clock);
// The operand stage must last the number of clock which is given.
if (clock - this.execStart >= this.execTime) {
this.exec++; // ID2 --> EX
}
break;
case 3: // current exec: EX stage
this.currentInstruction.setWrite(clock);
// The instruction can write the register fulfill the condition that
// there is no other instruct need to read the register which issue
// before is.
if (registers[this.Fi].read === 0 ||
this.currentInstruction.issueTime() < registers[this.Fi].read) {
this.exec++; // EX --> WB
registers[this.Fi].clear();
}
break;
case 4: // current exec: WB stage
this.clear();
}
}else{
console.log(`not ready Rj/Rk: clock:${clock}`)
}
}
// Update the blocked function unit Fi, Fj.
FunctionUnit.prototype.updateInfo = function (registers) {
if (this.exec !== 1) {
return;
}
if (this.Rj && this.Rk) {
return;
}
if (!this.Rj && !registers[this.Fj].state) {
this.Qj = "";
this.Rj = true;
}
if (!this.Rk && !registers[this.Fk].state) {
this.Qk = "";
this.Rk = true;
}
}
/*
* The Register Class store the information about the instruction and so on.
*/
function Register(name) {
this.state = false; // false: not busy, true: busy
this.manipulation = "";
this.read = 0; // the instruction which read this register issue time
}
// Print the register info.
Register.prototype.toString = function () {
return "state: " + this.state + " manipulation: " + this.manipulation;
}
// Clear the register info for next write.
Register.prototype.clear = function () {
this.state = false;
this.manipulation = "";
}
/*
* The Controller Class is the controller of the simulator, which manage the
* function unit, registers, instructions and clock.
*/
function Controller(instructions) {
this.clock = 0; // The system clock.
this.maxFetchSize = 10; //The max instruction the simulator can run in a time.
this.instructions = instructions; // The instruct need to be exec.
this.fetched = []; // The ready and running instruction.
// The function units of this simulator.
this.functionUnitSet = {
"Integer": new FunctionUnit("Integer", 1),
"Mult1": new FunctionUnit("Mult1", 10),
"Mult2": new FunctionUnit("Mult2", 10),
"Add": new FunctionUnit("Add", 2),
"Divide": new FunctionUnit("Divide", 40)
};
// Instruction's correspond function unit.
this.opToFunctionUnit = {
"LD": ["Integer"],
"MULT": ["Mult1", "Mult2"],
"SUBD": ["Add"],
"DIVD": ["Divide"],
"ADDD": ["Add"]
}
// The registers of this simulator.
this.registers = {
"F0": new Register(), "F1": new Register(), "F2": new Register(),
"F3": new Register(), "F4": new Register(), "F5": new Register(),
"F6": new Register(), "F7": new Register(), "F8": new Register(),
"F9": new Register(), "F10": new Register(), "F11": new Register(),
"F12": new Register(), "F13": new Register(), "F14": new Register(),
"F15": new Register(), "F16": new Register(), "F17": new Register(),
"F18": new Register(), "F19": new Register(), "F20": new Register(),
"F21": new Register(), "F22": new Register(), "F23": new Register(),
"F24": new Register(), "F25": new Register(), "F26": new Register(),
"F27": new Register(), "F28": new Register(), "F29": new Register(),
"F30": new Register(), "F31": new Register(), "R0": new Register(),
"R1": new Register(), "R2": new Register(), "R3": new Register(),
"R4": new Register(), "R5": new Register(), "R6": new Register(),
"R7": new Register(), "R8": new Register(), "R9": new Register(),
"R10": new Register(), "R11": new Register(), "R12": new Register(),
"R13": new Register(), "R14": new Register(), "R15": new Register(),
"R16": new Register(), "R17": new Register(), "R18": new Register(),
"R19": new Register(), "R20": new Register(), "R21": new Register(),
"R22": new Register(), "R23": new Register(), "R24": new Register(),
"R25": new Register(), "R26": new Register(), "R27": new Register(),
"R28": new Register(), "R29": new Register(), "R30": new Register(),
"R31": new Register()
}
}
// Judge the instruction whether in the simulator's instruction set.
Controller.prototype.isInInstructionSet = function (op) {
return !!this.opToFunctionUnit[op];
}
// Fetch an instruction into the ready and running queue.
// If the number of instructions of this simulator is run is lower than the
// number which is given, add it.
Controller.prototype.fetchInstruction = function () {
const temp = this.instructions.shift();
const count = this.fetched.filter(function (element) {
return !element.isFinished();
}).length;
if (temp && count < this.maxFetchSize) {
this.fetched.push(temp);
}
}
// Add an instruction into the simulator instructions set.
Controller.prototype.addInstruction = function (instruction) {
this.instructions.push(instruction);
}
// Get the instructions which is not in the ready and running queue.
Controller.prototype.getNotExecInstruction = function () {
return this.instructions;
}
// For print the controller information.
Controller.prototype.toString = function () {
let key;
let temp = "Instructions: \n";
this.instructions.forEach(function (element) {
temp += element.toString() + "\n";
});
temp += "\nfetched_instructions: \n";
this.fetched.forEach(function (element) {
temp += element.toString() + "\n";
});
temp += "\nFunction unit: \n";
for (key in this.functionUnitSet) {
temp += this.functionUnitSet[key].toString() + "\n";
}
temp += "\nRegisters: \n";
for (key in this.registers) {
temp += key + ": " + this.registers[key].toString() + "\n";
}
return temp;
}
// Forward the simulator to the next clock.
Controller.prototype.forward = function () {
let key;
// console.log(this.toString()); // debug info is here
this.clock++;
this.fetchInstruction();
const issue = [];
// Forward all function unit.
for (key in this.functionUnitSet) {
this.functionUnitSet[key].forwardPipeline(this.registers, this.clock);
}
// Update function unit information.
for (key in this.functionUnitSet) {
this.functionUnitSet[key].updateInfo(this.registers);
}
// Attempt to issue an instruction.
for (let i = 0; i < this.fetched.length; i++) {
const element = this.fetched[i];
// attempt issue the not running instructions.
if (!element.isRunning()) {
const unitnames = this.opToFunctionUnit[element.Op];
// check whether the correspond function unit.
for (i = 0; i < unitnames.length; i++) {
const unit = this.functionUnitSet[unitnames[i]];
if (unit.loadInstruction(element, this.registers, this.clock)) {
issue.push(unit);
break;
}
}
break;
}
}
if (this.clock === 0) {
return true;
}
// console.log(`clock: ${this.clock}, fetched: ${this.fetched}`)
// Judge whether all the instructions are finished.
const count = this.fetched.filter(function (element) {
return !element.isFinished();
}).length;
return count !== 0;
}