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/*
* Copyright (c) 2021 ARM Limited
* All rights reserved
*
* The license below extends only to copyright in the software and shall
* not be construed as granting a license to any other intellectual
* property including but not limited to intellectual property relating
* to a hardware implementation of the functionality of the software
* licensed hereunder. You may use the software subject to the license
* terms below provided that you ensure that this notice is replicated
* unmodified and in its entirety in all distributions of the software,
* modified or unmodified, in source code or in binary form.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met: redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer;
* redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution;
* neither the name of the copyright holders nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
////////////////////////////////////////////////////////////////////////////
// CHI-dvm-misc-node transition definition
////////////////////////////////////////////////////////////////////////////
// Allocate resources and move to the ready queue
transition(Unallocated, AllocRequest) {
AllocateTBE_Request;
}
transition(Unallocated, AllocRequestWithCredit) {
AllocateTBE_Request_WithCredit;
}
transition(Unallocated, SendRetryAck) {
Send_RetryAck;
Pop_RetryTriggerQueue;
}
transition(Unallocated, SendPCrdGrant) {
Send_PCrdGrant;
Pop_RetryTriggerQueue;
}
transition(Unallocated, DvmTlbi_Initiate, DvmNonSync_Partial) {
Initiate_Request_DVM;
Pop_ReqRdyQueue;
Send_DvmNonSyncDBIDResp;
}
transition(Unallocated, DvmSync_Initiate, DvmSync_Partial) {
Initiate_Request_DVM;
Pop_ReqRdyQueue;
Send_DvmSyncDBIDResp;
}
transition(DvmSync_Partial, NCBWrData, DvmSync_ReadyToDist) {
Receive_ReqDataResp; // Uses data from top of queue
Pop_DataInQueue; // Pops data from top of queue
// Update the "Pending Operations" set
// This looks at all current DVM operations and updates which operation is distributing.
// We may not start snooping immediately.
Enqueue_UpdatePendingOps;
ProcessNextState;
}
transition(DvmNonSync_Partial, NCBWrData, DvmNonSync_ReadyToDist) {
Receive_ReqDataResp; // Uses data from top of queue
Pop_DataInQueue; // Pops data from top of queue
// Update the "Pending Operations" set
// This looks at all current DVM operations and updates which operation is distributing.
// We may not start snooping immediately.
Enqueue_UpdatePendingOps;
ProcessNextState;
}
transition({DvmSync_ReadyToDist,DvmSync_Distributing}, DvmSendNextMessage_P1, DvmSync_Distributing) {
Pop_TriggerQueue;
// Enqueues SendNextMessage_P2
Send_DvmSnoop_P1;
// Process the enqueued event immediately
ProcessNextState_ClearPending;
}
transition(DvmSync_Distributing, DvmSendNextMessage_P2) {
Pop_TriggerQueue;
// This may enqueue a SendNextMessage event, or it could enqueue a FinishSending if there are no elements left.
Send_DvmSnoop_P2;
// Process the enqueued event immediately
ProcessNextState_ClearPending;
}
transition({DvmNonSync_ReadyToDist,DvmNonSync_Distributing}, DvmSendNextMessage_P1, DvmNonSync_Distributing) {
Pop_TriggerQueue;
// Enqueues SendNextMessage_P2
Send_DvmSnoop_P1;
// Process the enqueued event immediately
ProcessNextState_ClearPending;
}
transition(DvmNonSync_Distributing, DvmSendNextMessage_P2) {
Pop_TriggerQueue;
// This may enqueue a SendNextMessage event, or it could enqueue a FinishSending if there are no elements left.
Send_DvmSnoop_P2;
// Process the enqueued event immediately
ProcessNextState_ClearPending;
}
transition(DvmSync_Distributing, DvmFinishDistributing, DvmSync_Waiting) {
Pop_TriggerQueue;
// Now that we're done distributing, pick someone else to start distributing
Enqueue_UpdatePendingOps;
ProcessNextState_ClearPending;
}
transition(DvmNonSync_Distributing, DvmFinishDistributing, DvmNonSync_Waiting) {
Pop_TriggerQueue;
// Now that we're done distributing, pick someone else to start distributing
Enqueue_UpdatePendingOps;
ProcessNextState_ClearPending;
}
transition(DvmSync_Waiting, DvmFinishWaiting, DvmOp_Complete) {
// would enqueue a Comp send
// ProcessNextState (which should send a Final event?)
Pop_TriggerQueue;
Send_Comp;
Profile_OutgoingEnd_DVM;
// Now that we're done waiting, someone else might be able to start
// e.g. because only one Sync can be in progress at once,
// our finishing could free up space for the next Sync to start.
Enqueue_UpdatePendingOps;
ProcessNextState_ClearPending;
}
transition(DvmNonSync_Waiting, DvmFinishWaiting, DvmOp_Complete) {
// would enqueue a Comp send
// ProcessNextState (which should send a Final event?)
Pop_TriggerQueue;
// NonSync can Comp early, so this action checks if a Comp would already have been sent
Send_Comp_NonSync;
Profile_OutgoingEnd_DVM;
// Now that we're done waiting, someone else might be able to start
//(not sure if this applied to NonSyncs, but re-calling this function doesn't hurt)
Enqueue_UpdatePendingOps;
ProcessNextState_ClearPending;
}
// On receiving a SnpResp
transition({DvmSync_Distributing,DvmNonSync_Distributing,DvmSync_Waiting,DvmNonSync_Waiting}, SnpResp_I) {
Receive_SnpResp; // Uses data from top of resp queue
Pop_RespInQueue; // Pops data from top of resp queue
ProcessNextState;
}
transition(DvmOp_Complete, Final, Unallocated) {
Pop_TriggerQueue; // "Final" event is applied from the trigger queue
Finalize_DeallocateRequest; // Deallocate the DVM TBE
}