On 11/03/2021 09:25, Boris Brezillon wrote:
Hello,
I've been playing with Vulkan lately and struggled quite a bit to
implement VkQueueSubmit with the submit ioctl we have. There are
several limiting factors that can be worked around if we really have to,
but I think it'd be much easier and future-proof if we introduce a new
ioctl that addresses the current limitations:
Hi Boris,
I think what you've proposed is quite reasonable, some detailed comments
to your points below.
1/ There can only be one out_sync, but Vulkan might ask us to signal
several VkSemaphores and possibly one VkFence too, both of those
being based on sync objects in my PoC. Making out_sync an array of
syncobjs to attach the render_done fence to would make that possible.
The other option would be to collect syncobj updates in userspace
in a separate thread and propagate those updates to all
semaphores+fences waiting on those events (I think the v3dv driver
does something like that, but I didn't spend enough time studying
the code to be sure, so I might be wrong).
You should be able to avoid the separate thread to propagate by having a
proxy object in user space that maps between the one outsync of the job
and the possibly many Vulkan objects. But I've had this argument before
with the DDK... and the upshot of it was that he Vulkan API is
unnecessarily complex here and makes this really hard to do in practise.
So I agree adding this capability to the kernel is likely the best approach.
2/ Queued jobs might be executed out-of-order (unless they have
explicit/implicit deps between them), and Vulkan asks that the out
fence be signaled when all jobs are done. Timeline syncobjs are a
good match for that use case. All we need to do is pass the same
fence syncobj to all jobs being attached to a single QueueSubmit
request, but a different point on the timeline. The syncobj
timeline wait does the rest and guarantees that we've reached a
given timeline point (IOW, all jobs before that point are done)
before declaring the fence as signaled.
One alternative would be to have dummy 'synchronization' jobs that
don't actually execute anything on the GPU but declare a dependency
on all other jobs that are part of the QueueSubmit request, and
signal the out fence (the scheduler would do most of the work for
us, all we have to do is support NULL job heads and signal the
fence directly when that happens instead of queueing the job).
I have to admit to being rather hazy on the details of timeline
syncobjs, but I thought there was a requirement that the timeline moves
monotonically. I.e. if you have multiple jobs signalling the same
syncobj just with different points, then AFAIU the API requires that the
points are triggered in order.
So I'm not sure that you've actually fixed this point - you either need
to force an order (in which case the last job can signal the Vulkan
fence) or you still need a dummy job to do the many-to-one dependency.
Or I may have completely misunderstood timeline syncobjs - definitely a
possibility :)
3/ The current implementation lacks information about BO access,
so we serialize all jobs accessing the same set of BOs, even
if those jobs might just be reading from them (which can
happen concurrently). Other drivers pass an access type to the
list of referenced BOs to address that. Another option would be
to disable implicit deps (deps based on BOs) and force the driver
to pass all deps explicitly (interestingly, some drivers have
both the no-implicit-dep and r/w flags, probably to support
sub-resource access, so we might want to add that one too).
I don't see any userspace workaround to that problem, so that one
alone would justify extending the existing ioctl or adding a new
one.
Yeah - I think we need this. My only comment is that I think the
read/write terminology may come back to bite. Better to use 'shared' and
'exclusive' - which better matches the dma_resv_xxx APIs anyway.
Also the current code completely ignores PANFROST_BO_REF_READ. So either
that should be defined as 0, or even better we support 3 modes:
* Exclusive ('write' access)
* Shared ('read' access)
* No fence - ensures the BO is mapped, but doesn't add any implicit
fences.
The last may make sense when doing explicit fences and e.g. doing
front-buffer rendering with a display driver which does implicit fencing.
4/ There's also the fact that submitting one job at a time adds an
overhead when QueueSubmit is being passed more than one
CommandBuffer. That one is less problematic, but if we're adding
a new ioctl we'd better design it to limit the userspace -> kernel
transition overhead.
I've no objection - but I doubt the performance effect is significant. I
was pleased to see the handling of stride which makes the interface
extendable. In particular I suspect at some point we're going to want a
priority field in some form.
Right now I'm just trying to collect feedback. I don't intend to get
those patches merged until we have a userspace user, but I thought
starting the discussion early would be a good thing.
Feel free to suggest other approaches.
Other than the above I didn't see any obvious issues, and I know the
Vulkan API is problematic in terms of synchronisation primitives - so if
this makes it easier to implement then it seems like a good idea to me.
Thanks,
Steve
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