Replay system

Replay system

The Replay system is a little known subsystem within the Intel Pentium 4 processor. Its primary function is to catch operations that have been mistakenly sent for execution by the processor's scheduler. Operations caught by the replay system are then re-executed in a loop until the conditions necessary for their proper execution have been fulfilled.

Origins

The replay system came about as a result of Intel's now-defunct quest for ever increasing clock speeds. These higher clock speeds necessitated very lengthy pipelines (up to 31 stages in the Prescott core). Because of this, there are 6 stages between the scheduler and the execution units in the Prescott core. In an attempt to maintain acceptable performance, Intel engineers were forced to design the scheduler to be very optimistic.

Operation

The scheduler in a Pentium 4 processor is so aggressive that it will send operations for execution without a guarantee that they can be successfully executed. (Among other things, the scheduler assumes all data is in level 1 cache.) The most common reason execution fails is that the requisite data is not available, which itself is most likely due to a cache miss. When this happens, the replay system springs into action. The replay system signals the scheduler to stop, and then repeatedly executes the failed string of dependent operations until they have completed successfully.

Performance considerations

Ironically, in certain cases the replay system can have a very bad impact on performance. Under normal circumstances, the execution units in the Pentium 4 are in use roughly 33% of the time. When the replay system is invoked, it will occupy execution units nearly every available cycle. This wastes power, which is an increasingly important architectural design metric, but poses no performance penalty because the execution units would be sitting idle anyway. However, if hyper-threading is in use, the replay system will prevent the other thread from utilizing the execution units. In Prescott, the Pentium 4 gained a replay queue, which reduce the time it will occupy the execution units. This is the true cause of any performance degradation concerning hyper-threading. On the other hand, if each thread is processing different types of operations, the replay system will not interfere, and a performance increase can appear. This explains why performance with hyper-threading is application dependent.

References

* [http://www.xbitlabs.com/articles/cpu/display/replay.html "Replay: Unknown Features of the NetBurst Core"]


Wikimedia Foundation. 2010.

Игры ⚽ Поможем решить контрольную работу

Look at other dictionaries:

  • Instant replay — For other uses, see Instant replay (disambiguation). Instant replay is the replaying of video footage of an event or incident very soon after it has occurred. In television broadcasting of sports events, instant replay is often used during live… …   Wikipedia

  • Instant replay in American and Canadian football — In American and Canadian football, instant replay is a method of reviewing a play using cameras at various angles to determine the accuracy of the initial call of the officials. An instant replay can take place in the event of a close or… …   Wikipedia

  • MLB instant replay — The Major League Baseball (MLB) Instant Replay rule was instituted on August 28, 2008.Professional baseball instant replayMajor League Baseball has now implemented a replay system similar to that of other professional sports to handle missed… …   Wikipedia

  • Instant replay in baseball — Box containing the console for MLB instant replay reviews at Safeco Field. This console is located in the tunnel between the field and the umpires clubhouse. In Major League Baseball, a system similar to that in the National Hockey League for the …   Wikipedia

  • Datel Action Replay — Action Replay is the brand name of a series of devices created by Datel, primarily used for changing the behavior of video games. Currently, Action Replay is available for the Nintendo GameCube, Game Boy Advance, Nintendo 64, PlayStation 2, Xbox …   Wikipedia

  • Action Replay — For the Indian film, see Action Replayy. For the Howard Jones EP, see Action Replay (EP). Action Replay cartridge for the Amiga 500 …   Wikipedia

  • Action Replay — La película | Action Replay (película) Cartucho Replay para el Amiga 500 Action Replay es una marca de una serie de dispositivos creados por Datel, utilizado principalmente para cambiar el comportamiento de videojuegos. En la actualidad, Action… …   Wikipedia Español

  • Action Replay — Ein Action Replay Steckmodul für Amiga 500. Action Replay Steckmo …   Deutsch Wikipedia

  • Action Replay — Cartouche Action Replay pour Amiga 500. L Action Replay est un appareil créé par Datel permettant d entrer des codes de triche dans certains jeux vidéo. Il en existe plus d une douzaine de modèles différents. Certains sont faits pour un seul jeu… …   Wikipédia en Français

  • Action Replay DS — Action Replay Cartouche Action Replay pour Amiga 500. L Action Replay est un appareil créé par Datel permettant d entrer des codes de tricherie dans certains jeux vidéo. Il en existe plus d une douzaine de modèles différents. Certains sont faits… …   Wikipédia en Français

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”