Section: Research Program
Virtual Prototyping
Virtual Prototyping is the technology of developing realistic simulators from models of a system under design; that is, an emulated device that captures most, if not all, of the required properties of the real system, based on its specifications. A virtual prototype should be run and tested like the real device. Ideally, the real application software would be run on the virtual prototyping platform and produce the same results as the real device with the same sequence of outputs and reported performance measurements. This may be true to some extent only. Some trade-offs have often to be made between the accuracy of the virtual prototype, and time to develop accurate models.
In order to speed-up simulation time, the virtual prototype must trade-off with something. Depending upon the application designer's goals, one may be interested in trading some loss of accuracy in exchange for simulation speed, which leads to constructing simulation models that focus on some design aspects and provide abstraction of others. A simulation model can provide an abstraction of the simulated hardware in three directions:
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Computation abstraction. A hardware component computes a high level function by carrying out a series of small steps executed by composing logical gates. In a virtual prototyping environment, it is often possible to compute the high level function directly by using the available computing resources on the simulation host machine, thus abstracting the hardware function.
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Communication abstraction. Hardware components communicate together using some wiring, and some protocol to transmit the data. Simulation of the communication and the particular protocol may be irrelevant for the purpose of virtual prototyping: communication can be abstracted into higher level data transmission functions.
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Timing Abstraction. In a cycle accurate simulator, there are multiple simulation tasks, and each task makes some progress on each clock cycle, but this slows down the simulation. In a virtual prototyping experiment, one may not need such precise timing information: coarser time abstractions can be defined allowing for faster simulation.
The cornerstone of a virtual prototyping platform is the component that simulates the processor(s) of the platform, and its associated peripherals. Such simulation can be static or dynamic.
A solution usually adopted to handle time in virtual prototyping is to manage hierarchical time scales, use component abstractions where possible to gain performance, use refinement to gain accuracy where needed. Localised time abstraction may not only yield faster simulation, but facilitate also verification and synthesis (e.g. synchronous abstractions of physically distributed systems). Such an approach requires computations and communications to be harmoniously discretised and abstracted from originally heterogeneous viewpoints onto a structuring, articulating, pivot model, for concerted reasoning about time and scheduling of events in a way that ensures global system specification correctness.
In the short term these component models could be based on libraries of predefined models of different levels of abstractions. Such abstractions are common in large programming workbench for hardware modelling, such as SystemC, but less so, because of the engineering required, for virtual prototyping platforms.
The approach of team TEA provides an additional ingredient in the form of rich component interfaces. It therefore dictates to further investigate the combined use of conventional virtual prototyping libraries, defined as executable abstractions of real hardware, with executable component simulators synthesised from rich interface specifications (using, e.g., conventional compiling techniques used for synchronous programs).