--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hotspot/src/share/vm/runtime/orderAccess.hpp Sat Dec 01 00:00:00 2007 +0000
@@ -0,0 +1,303 @@
+/*
+ * Copyright 2003 Sun Microsystems, Inc. All Rights Reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
+ * CA 95054 USA or visit www.sun.com if you need additional information or
+ * have any questions.
+ *
+ */
+
+// Memory Access Ordering Model
+//
+// This interface is based on the JSR-133 Cookbook for Compiler Writers
+// and on the IA64 memory model. It is the dynamic equivalent of the
+// C/C++ volatile specifier. I.e., volatility restricts compile-time
+// memory access reordering in a way similar to what we want to occur
+// at runtime.
+//
+// In the following, the terms 'previous', 'subsequent', 'before',
+// 'after', 'preceeding' and 'succeeding' refer to program order. The
+// terms 'down' and 'below' refer to forward load or store motion
+// relative to program order, while 'up' and 'above' refer to backward
+// motion.
+//
+//
+// We define four primitive memory barrier operations.
+//
+// LoadLoad: Load1(s); LoadLoad; Load2
+//
+// Ensures that Load1 completes (obtains the value it loads from memory)
+// before Load2 and any subsequent load operations. Loads before Load1
+// may *not* float below Load2 and any subsequent load operations.
+//
+// StoreStore: Store1(s); StoreStore; Store2
+//
+// Ensures that Store1 completes (the effect on memory of Store1 is made
+// visible to other processors) before Store2 and any subsequent store
+// operations. Stores before Store1 may *not* float below Store2 and any
+// subsequent store operations.
+//
+// LoadStore: Load1(s); LoadStore; Store2
+//
+// Ensures that Load1 completes before Store2 and any subsequent store
+// operations. Loads before Load1 may *not* float below Store2 and any
+// subseqeuent store operations.
+//
+// StoreLoad: Store1(s); StoreLoad; Load2
+//
+// Ensures that Store1 completes before Load2 and any subsequent load
+// operations. Stores before Store1 may *not* float below Load2 and any
+// subseqeuent load operations.
+//
+//
+// We define two further operations, 'release' and 'acquire'. They are
+// mirror images of each other.
+//
+// Execution by a processor of release makes the effect of all memory
+// accesses issued by it previous to the release visible to all
+// processors *before* the release completes. The effect of subsequent
+// memory accesses issued by it *may* be made visible *before* the
+// release. I.e., subsequent memory accesses may float above the
+// release, but prior ones may not float below it.
+//
+// Execution by a processor of acquire makes the effect of all memory
+// accesses issued by it subsequent to the acquire visible to all
+// processors *after* the acquire completes. The effect of prior memory
+// accesses issued by it *may* be made visible *after* the acquire.
+// I.e., prior memory accesses may float below the acquire, but
+// subsequent ones may not float above it.
+//
+// Finally, we define a 'fence' operation, which conceptually is a
+// release combined with an acquire. In the real world these operations
+// require one or more machine instructions which can float above and
+// below the release or acquire, so we usually can't just issue the
+// release-acquire back-to-back. All machines we know of implement some
+// sort of memory fence instruction.
+//
+//
+// The standalone implementations of release and acquire need an associated
+// dummy volatile store or load respectively. To avoid redundant operations,
+// we can define the composite operators: 'release_store', 'store_fence' and
+// 'load_acquire'. Here's a summary of the machine instructions corresponding
+// to each operation.
+//
+// sparc RMO ia64 x86
+// ---------------------------------------------------------------------
+// fence membar #LoadStore | mf lock addl 0,(sp)
+// #StoreStore |
+// #LoadLoad |
+// #StoreLoad
+//
+// release membar #LoadStore | st.rel [sp]=r0 movl $0,<dummy>
+// #StoreStore
+// st %g0,[]
+//
+// acquire ld [%sp],%g0 ld.acq <r>=[sp] movl (sp),<r>
+// membar #LoadLoad |
+// #LoadStore
+//
+// release_store membar #LoadStore | st.rel <store>
+// #StoreStore
+// st
+//
+// store_fence st st lock xchg
+// fence mf
+//
+// load_acquire ld ld.acq <load>
+// membar #LoadLoad |
+// #LoadStore
+//
+// Using only release_store and load_acquire, we can implement the
+// following ordered sequences.
+//
+// 1. load, load == load_acquire, load
+// or load_acquire, load_acquire
+// 2. load, store == load, release_store
+// or load_acquire, store
+// or load_acquire, release_store
+// 3. store, store == store, release_store
+// or release_store, release_store
+//
+// These require no membar instructions for sparc-TSO and no extra
+// instructions for ia64.
+//
+// Ordering a load relative to preceding stores requires a store_fence,
+// which implies a membar #StoreLoad between the store and load under
+// sparc-TSO. A fence is required by ia64. On x86, we use locked xchg.
+//
+// 4. store, load == store_fence, load
+//
+// Use store_fence to make sure all stores done in an 'interesting'
+// region are made visible prior to both subsequent loads and stores.
+//
+// Conventional usage is to issue a load_acquire for ordered loads. Use
+// release_store for ordered stores when you care only that prior stores
+// are visible before the release_store, but don't care exactly when the
+// store associated with the release_store becomes visible. Use
+// release_store_fence to update values like the thread state, where we
+// don't want the current thread to continue until all our prior memory
+// accesses (including the new thread state) are visible to other threads.
+//
+//
+// C++ Volatility
+//
+// C++ guarantees ordering at operations termed 'sequence points' (defined
+// to be volatile accesses and calls to library I/O functions). 'Side
+// effects' (defined as volatile accesses, calls to library I/O functions
+// and object modification) previous to a sequence point must be visible
+// at that sequence point. See the C++ standard, section 1.9, titled
+// "Program Execution". This means that all barrier implementations,
+// including standalone loadload, storestore, loadstore, storeload, acquire
+// and release must include a sequence point, usually via a volatile memory
+// access. Other ways to guarantee a sequence point are, e.g., use of
+// indirect calls and linux's __asm__ volatile.
+//
+//
+// os::is_MP Considered Redundant
+//
+// Callers of this interface do not need to test os::is_MP() before
+// issuing an operation. The test is taken care of by the implementation
+// of the interface (depending on the vm version and platform, the test
+// may or may not be actually done by the implementation).
+//
+//
+// A Note on Memory Ordering and Cache Coherency
+//
+// Cache coherency and memory ordering are orthogonal concepts, though they
+// interact. E.g., all existing itanium machines are cache-coherent, but
+// the hardware can freely reorder loads wrt other loads unless it sees a
+// load-acquire instruction. All existing sparc machines are cache-coherent
+// and, unlike itanium, TSO guarantees that the hardware orders loads wrt
+// loads and stores, and stores wrt to each other.
+//
+// Consider the implementation of loadload. *If* your platform *isn't*
+// cache-coherent, then loadload must not only prevent hardware load
+// instruction reordering, but it must *also* ensure that subsequent
+// loads from addresses that could be written by other processors (i.e.,
+// that are broadcast by other processors) go all the way to the first
+// level of memory shared by those processors and the one issuing
+// the loadload.
+//
+// So if we have a MP that has, say, a per-processor D$ that doesn't see
+// writes by other processors, and has a shared E$ that does, the loadload
+// barrier would have to make sure that either
+//
+// 1. cache lines in the issuing processor's D$ that contained data from
+// addresses that could be written by other processors are invalidated, so
+// subsequent loads from those addresses go to the E$, (it could do this
+// by tagging such cache lines as 'shared', though how to tell the hardware
+// to do the tagging is an interesting problem), or
+//
+// 2. there never are such cache lines in the issuing processor's D$, which
+// means all references to shared data (however identified: see above)
+// bypass the D$ (i.e., are satisfied from the E$).
+//
+// If your machine doesn't have an E$, substitute 'main memory' for 'E$'.
+//
+// Either of these alternatives is a pain, so no current machine we know of
+// has incoherent caches.
+//
+// If loadload didn't have these properties, the store-release sequence for
+// publishing a shared data structure wouldn't work, because a processor
+// trying to read data newly published by another processor might go to
+// its own incoherent caches to satisfy the read instead of to the newly
+// written shared memory.
+//
+//
+// NOTE WELL!!
+//
+// A Note on MutexLocker and Friends
+//
+// See mutexLocker.hpp. We assume throughout the VM that MutexLocker's
+// and friends' constructors do a fence, a lock and an acquire *in that
+// order*. And that their destructors do a release and unlock, in *that*
+// order. If their implementations change such that these assumptions
+// are violated, a whole lot of code will break.
+
+class OrderAccess : AllStatic {
+ public:
+ static void loadload();
+ static void storestore();
+ static void loadstore();
+ static void storeload();
+
+ static void acquire();
+ static void release();
+ static void fence();
+
+ static jbyte load_acquire(volatile jbyte* p);
+ static jshort load_acquire(volatile jshort* p);
+ static jint load_acquire(volatile jint* p);
+ static jlong load_acquire(volatile jlong* p);
+ static jubyte load_acquire(volatile jubyte* p);
+ static jushort load_acquire(volatile jushort* p);
+ static juint load_acquire(volatile juint* p);
+ static julong load_acquire(volatile julong* p);
+ static jfloat load_acquire(volatile jfloat* p);
+ static jdouble load_acquire(volatile jdouble* p);
+
+ static intptr_t load_ptr_acquire(volatile intptr_t* p);
+ static void* load_ptr_acquire(volatile void* p);
+ static void* load_ptr_acquire(const volatile void* p);
+
+ static void release_store(volatile jbyte* p, jbyte v);
+ static void release_store(volatile jshort* p, jshort v);
+ static void release_store(volatile jint* p, jint v);
+ static void release_store(volatile jlong* p, jlong v);
+ static void release_store(volatile jubyte* p, jubyte v);
+ static void release_store(volatile jushort* p, jushort v);
+ static void release_store(volatile juint* p, juint v);
+ static void release_store(volatile julong* p, julong v);
+ static void release_store(volatile jfloat* p, jfloat v);
+ static void release_store(volatile jdouble* p, jdouble v);
+
+ static void release_store_ptr(volatile intptr_t* p, intptr_t v);
+ static void release_store_ptr(volatile void* p, void* v);
+
+ static void store_fence(jbyte* p, jbyte v);
+ static void store_fence(jshort* p, jshort v);
+ static void store_fence(jint* p, jint v);
+ static void store_fence(jlong* p, jlong v);
+ static void store_fence(jubyte* p, jubyte v);
+ static void store_fence(jushort* p, jushort v);
+ static void store_fence(juint* p, juint v);
+ static void store_fence(julong* p, julong v);
+ static void store_fence(jfloat* p, jfloat v);
+ static void store_fence(jdouble* p, jdouble v);
+
+ static void store_ptr_fence(intptr_t* p, intptr_t v);
+ static void store_ptr_fence(void** p, void* v);
+
+ static void release_store_fence(volatile jbyte* p, jbyte v);
+ static void release_store_fence(volatile jshort* p, jshort v);
+ static void release_store_fence(volatile jint* p, jint v);
+ static void release_store_fence(volatile jlong* p, jlong v);
+ static void release_store_fence(volatile jubyte* p, jubyte v);
+ static void release_store_fence(volatile jushort* p, jushort v);
+ static void release_store_fence(volatile juint* p, juint v);
+ static void release_store_fence(volatile julong* p, julong v);
+ static void release_store_fence(volatile jfloat* p, jfloat v);
+ static void release_store_fence(volatile jdouble* p, jdouble v);
+
+ static void release_store_ptr_fence(volatile intptr_t* p, intptr_t v);
+ static void release_store_ptr_fence(volatile void* p, void* v);
+
+ // In order to force a memory access, implementations may
+ // need a volatile externally visible dummy variable.
+ static volatile intptr_t dummy;
+};