summaryrefslogtreecommitdiff
path: root/src/intersim/interconnect_interface.cpp
diff options
context:
space:
mode:
authorTor Aamodt <[email protected]>2010-10-16 17:30:52 -0800
committerTor Aamodt <[email protected]>2010-10-16 17:30:52 -0800
commitb577cbcdf229a2c02d1bf8584c6e82be7a14cb33 (patch)
tree373ea8ec8ea8d7d9a7a1df0eaa17f15652df1306 /src/intersim/interconnect_interface.cpp
parent2072e7ff2037c19a0c346e60469949c9437569bf (diff)
1. creating cache_config object to encapsulate cache configuration information
(and parse it before creating the simulator objects). 2. creating core_config to hold only features of a shader_core that are high level enough either (a) the functional simulator needs to know about them, or (b) they affect memory *access* generation. 3. in config files only (so far) separate out notion of write-{through,back}, from notion of when a line is allocated... will use this to distinguish different types of caches. passing CUDA 3.1 regression [git-p4: depot-paths = "//depot/gpgpu_sim_research/fermi/distribution/": change = 7870]
Diffstat (limited to 'src/intersim/interconnect_interface.cpp')
-rw-r--r--src/intersim/interconnect_interface.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/intersim/interconnect_interface.cpp b/src/intersim/interconnect_interface.cpp
index 5d3d55c..1b4ffea 100644
--- a/src/intersim/interconnect_interface.cpp
+++ b/src/intersim/interconnect_interface.cpp
@@ -465,9 +465,8 @@ void init_interconnect (char* config_file,
if (icnt_config.GetInt("input_buf_size")) {
input_buffer_capacity = icnt_config.GetInt("input_buf_size");
} else {
- if (shader_config->gpgpu_cache_dl1_opt && !shader_config->gpgpu_no_dl1) {
- int l1cache_linesize = 32;
- sscanf(shader_config->gpgpu_cache_dl1_opt,"%*d:%d:%*d:%*c", &l1cache_linesize);
+ if (shader_config->m_L1D_config.get_num_lines() && !shader_config->gpgpu_no_dl1) {
+ int l1cache_linesize = shader_config->m_L1D_config.get_line_sz();
input_buffer_capacity = shader_config->n_thread_per_shader*(l1cache_linesize/_flit_size+(int)ceil(8.0f/_flit_size));
} else {
input_buffer_capacity = shader_config->n_thread_per_shader*((int)ceil(8.0f/_flit_size));