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ECE 636 Reconfigurable Computing Lecture 13 Logic Emulation

ECE 636 Reconfigurable Computing Lecture 13 Logic Emulation. Overview. Background Rent’s Rule Overcoming pin limitations through scheduling “Virtual wires” implementation Veloce 2 DEEP. The Challenge. Making a large multi-FPGA system is easy. Making it programmable is hard.

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ECE 636 Reconfigurable Computing Lecture 13 Logic Emulation

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  1. ECE 636Reconfigurable ComputingLecture 13Logic Emulation

  2. Overview • Background • Rent’s Rule • Overcoming pin limitations through scheduling • “Virtual wires” implementation • Veloce 2 • DEEP

  3. The Challenge • Making a large multi-FPGA system is easy. Making it programmable is hard. • New approach is a software technology that facilitates hardware implementation. • Effectively make a large number of discrete devices look like one large one. • Leads to low-cost, scalable multi-FPGA substrate.

  4. Logic Emulation • Emulation takes a sizable amount of resources • Compilation time can be large due to FPGA compiles • One application: also direct ties to other FPGA computing applications.

  5. Are Meshes Realistic? • The number of wires leaving a partition grows with Rent’s Rule P = KGB • Perimeter grows as G0.5 but unfortunately most circuits grow at GB where B > 0.5 • Effectively devices highly pin limited • What does this mean for meshes?

  6. Possible Device Scenarios • Rent’s Rule indicates that pin limited situation is getting worse. • Frequently some logic must be left unused leading to limited utilization • Perhaps this logic can be “reclaimed”

  7. Partition vs FPGA Pin Count • FPGAs don’t have enough pins • Problem may or may not get worse depending on “structured” design.

  8. Virtual Wires • Overcome pin limitations by multiplexing pins and signals • Schedule when communication will take place.

  9. Virtual Wires Software Flow • Global router enhanced to include scheduling and embedding. • Multiplexing logic synthesized from FPGA logic.

  10. FPGA 1 FPGA 2 FPGA 4 FPGA 3 A Simple Example

  11. Clocking Strategy • Evaluation and communication split into phases • Longest dependency path determines number of phases • Overall emulation performance

  12. Example Scheduling • Initial phase requires one uClk for computation, one for communication. • Second phase requires 2 communication uClks due to through hop. • Note this example assumed needed bandwidth was available.

  13. Routing Algorithm • For each phase, only some internal signals are ready for routing. • Routing resources between FPGAs may be considered channels. • Solution: Route signals use maze route for each phase. • If available bandwidth not present, delay signals until later phases.

  14. Worst Case Microcycle Count V >= max ( L*D, PC/Pf ) • Most designs dominated by latency bound. • If original design has been pipelined this is less of an issue L = critical path length D = network diameter PC = max circuit partition pin count Pf = FPGA pin count

  15. uCLK Improved Scheduling • Overlap computation and communication. • Effectively create a “data flow” of information • Schedule communication to happen as soon as possible • No need for phases.

  16. Physical Implementation • Small finite state machine encoded and placed in each FPGA • Current implementation is one-hot encoding.

  17. System Implementation • Low cost hardware • So simple a graduate student can build it

  18. Benchmark Designs • Sparcle – modified Sparc processor • 17K gates • 4,352 bits of memory • Emulated in circuit. • CMMU – cache controller for scalable multiprocessor system • 85K gates • Designed as gate array and optimized with SIS • Palindrome • 14K gates • systolic

  19. Emulation Results • At least 31 FPGAs needed for HW full connectivity (>100 for torus) • Some degradation in overall system performance.

  20. Device Utilization • Approximately 45% of CLBs used for design logic. • ~10% virtual wires overhead

  21. Utilizations • As devices scale projected utilization increases • Hardwired approach doesn’t scale • Equation ->

  22. Veloce 2 • Emulates up to 2 billion logic gates using 128 boards of FPGAs • VirtuaLAB environment • Allows emulator sharing across a company (128 users) • Allows for emulation of popular interfaces (Ethernet, USB, PCIe) • Significant company investment • 40 MG per hour compile • 11 KW power consumption Veloce 2 Quattro Source: Mentor Graphics Veloce2 brochure

  23. Veloce 2 Execution Environment Source: Mentor Graphics Veloce2 brochure • Emulation environment contains three parts • Generation of test vectors and other stimulus • Design under test (DUT) and other support tools • Design checking resources (response checker)

  24. Veloce 2 Source: Mentor Graphics Veloce2 brochure • Emulator must interact with a number of interfaces

  25. A Contemporary Example: DEEP • Developed at U. Delaware in 2011 • Ten FPGA processor boards • Backplane used for communication in conjunction with switch boards • Ethernet interface • Somewhat limited scalability

  26. A Contemporary Example: DEEP • Used to emulate a multi-threaded processor • Subblocks assigned to specific FPGAs • The same logic is repetitively used for different threads • Hand-partitioning of subblocks • Bottom line: 80K cycles per second

  27. Summary • Virtual wires overcome pin limitations by intelligently multiplexing I/O signals • Key CAD step is scheduling. Simplifies routing and partitioning. • Latest push is towards incremental compilation • Commercialized by Mentor Graphics – Veloce2 • Contemporary multi-FPGA systems often contain many boards • Some require multiplexing of subblocks

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