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title: Assembly
summary: >-
  What a ship is, how a mesh picture becomes a module, and how several meshes
  become one device image.
tags:
  - architecture
  - ship
  - assembly

Assembly

scripts/py/gen_mesh.py and what it writes β€” how the systems become a thing you can build. A project keeps its assemblies under its own tree; the reference one is src/kohakutpu/top/generated/.

Three terms are used throughout and defined here once. A mesh is the grid of routers, with endpoints attached to their ports, that carries traffic on chip. A system node is the single component at the mesh's edge that owns memory access, the host-facing windows and the cross-mesh links β€” see sysnode. An SLR is one die of the several this part is built from, and the unit a whole assembly has to fit inside β€” see physical.

What it owns

A ship. One complete, self-contained accelerator: a mesh of routers, the endpoints on them, one system node, the memory boundary behind it, and the AXI surface in front. A ship has a name, a fixed shape, and a boundary consisting of clocks, resets and AXI interfaces β€” and nothing else.

Generation. Turning a picture of a mesh into that module, so that topology is a described thing rather than a thousand lines of hand-written instance wiring.

Composition. Joining several ships into one device image through the interlink, and deciding the address map that lets a host address all of them.

The problem it solves

Every other system in the framework is parameterised over something a specific machine has to pin down: how many routers, in what rectangle, with what on each port, how many memory ports and where, one memory channel or several, one mesh or four. Those choices interact β€” a memory port's coordinate is meaningful only against the routing rule, an endpoint's coordinate is meaningful only against the grid bounds β€” and getting one wrong produces a design that elaborates cleanly and routes traffic to a plausible wrong place.

Assembly is where those choices are made once, together, from one description.

The pages

Page What is in it
what-is-a-ship the boundary shape and why it is exactly clocks, resets and AXI; the two forms of memory boundary; what a ship costs
generation the mesh picture, the token grammar, what the generator emits, and the conventions for choosing a shape
interlink several ships in one image: the second routing layer, the three structural properties of a link, what crosses, and the address map
v5-interconnect-groundtruth a historical record, not the shipping design: the vendor-interconnect device image the purpose-built bus replaced, kept as the baseline it had to beat

Choosing a shape, and what it costs, is integrate/mesh-topology.

Fixed protocol, addon, convention, or yours

Assembly is the system with the most in the last row, and that is the point: it is where the framework asks you what machine you want.

Thing Category
the ship's boundary shape: clocks, resets, AXI, and nothing else β€” each interface naming its own clock and reset fixed protocol. It is what makes a ship instantiable without hand-wiring
the token grammar β€” corners empty, edges outside the router rectangle, tied-off ports fixed protocol. It follows from the routing rule
the interlink's topology rule, credit classes, registered crossing and encapsulation format fixed protocol. Each has a deadlock or timing argument behind it
the address map's shape β€” a segment per mesh for memory, a segment per mesh for control, the mesh id in the high address bits fixed protocol
mesh id as a writable register with the parameter supplying only its reset value fixed protocol. It is what lets one module serve every position
plain versus concentrated memory boundary customizable addon β€” a device-image decision
the endpoint-type registry the generator instantiates from customizable addon β€” see generation
the conventions in generation convention β€” one forced, three free
the mesh picture β€” grid size, what is on every port, how many memory ports and on which rows yours. This is the primary design input the framework takes
which ships an image contains, and their positions in the mesh grid yours
the address map's values yours, per device image

What a compute-unit author must know

  1. Your coordinate is assigned by the map, not chosen by you. Write your unit against POS_X / POS_Y parameters and never assume a value.
  2. Your unit may land on a router's local port or on an edge ring, and the two are indistinguishable from inside it. Do not assume you have four neighbours, or any.
  3. How many of you exist is a topology decision. If your unit only works in groups of a particular size, that constraint has to be expressible in the map β€” otherwise it will be violated by a shape that looks reasonable.
  4. Nothing you write should know that another mesh exists. Cross-mesh traffic is recognised at the edge, by a bit in the header, on the way past.

What this system does not own

Not owned Who owns it
routing, links, the compute-unit port noc
what a memory port does once traffic reaches it sysnode
the AXI interfaces at the boundary, and their discipline axi
which SLR a ship lands on, its pblock, and the frequency of each of its clocks physical
the vendor block design that instantiates ships, memory controllers and the host bridge the build flow β€” workflow/build
what any endpoint computes the accelerator being built

The last boundary in that table is the one under most pressure. Assembly has to name endpoint types to instantiate them, so it is the one framework layer that cannot be entirely ignorant of the project. The right shape is a registry β€” the generator knows how to place a thing with a fabric port and a coordinate, and each accelerator supplies its own list of what those things are.

Where today's source disagrees

  • The generator has a hardcoded endpoint vocabulary, ship modules carry a project prefix, topology is described twice, and the edge complex's port count is capped by its parameter list β€” generation.
  • A reusable composition sits in a directory of device tops β€” what-is-a-ship.