Re: [RFC PATCH 0/7] drm/panfrost: Add a new submit ioctl

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On Fri, 12 Mar 2021 19:25:13 +0100
Boris Brezillon <boris.brezillon@xxxxxxxxxxxxx> wrote:

> > So where does this leave us?  Well, it depends on your submit model
> > and exactly how you handle pipeline barriers that sync between
> > engines.  If you're taking option 3 above and doing two command
> > buffers for each VkCommandBuffer, then you probably want two
> > serialized timelines, one for each engine, and some mechanism to tell
> > the kernel driver "these two command buffers have to run in parallel"
> > so that your ping-pong works.  If you're doing 1 or 2 above, I think
> > you probably still want two simple syncobjs, one for each engine.  You
> > don't really have any need to go all that far back in history.  All
> > you really need to describe is "command buffer X depends on previous
> > compute work" or "command buffer X depends on previous binning work".  
> 
> Okay, so this will effectively force in-order execution. Let's take your
> previous example and add 2 more jobs at the end that have no deps on
> previous commands:
> 
> vkBeginRenderPass() /* Writes to ImageA */
> vkCmdDraw()
> vkCmdDraw()
> ...
> vkEndRenderPass()
> vkPipelineBarrier(imageA /* fragment -> compute */)
> vkCmdDispatch() /* reads imageA, writes BufferB */
> vkBeginRenderPass() /* Writes to ImageC */
> vkCmdBindVertexBuffers(bufferB)
> vkCmdDraw();
> ...
> vkEndRenderPass()
> vkBeginRenderPass() /* Writes to ImageD */
> vkCmdDraw()
> ...
> vkEndRenderPass()
> 
> A: Vertex for the first draw on the compute engine
> B: Vertex for the first draw on the compute engine
> C: Fragment for the first draw on the binning engine; depends on A
> D: Fragment for the second draw on the binning engine; depends on B
> E: Compute on the compute engine; depends on C and D
> F: Vertex for the third draw on the compute engine; depends on E
> G: Fragment for the third draw on the binning engine; depends on F
> H: Vertex for the fourth draw on the compute engine
> I: Fragment for the fourth draw on the binning engine
> 
> When we reach E, we might be waiting for D to finish before scheduling
> the job, and because of the implicit serialization we have on the
> compute queue (F implicitly depends on E, and H on F) we can't schedule
> H either, which could, in theory be started. I guess that's where the
> term submission order is a bit unclear to me. The action of starting a
> job sounds like execution order to me (the order you starts jobs
> determines the execution order since we only have one HW queue per job
> type). All implicit deps have been calculated when we queued the job to
> the SW queue, and I thought that would be enough to meet the submission
> order requirements, but I might be wrong.
> 
> The PoC I have was trying to get rid of this explicit serialization on
> the compute and fragment queues by having one syncobj timeline
> (queue(<syncpoint>)) and synchronization points (Sx).
> 
> S0: in-fences=<waitSemaphores[]>, out-fences=<explicit_deps> #waitSemaphore sync point
> A: in-fences=<explicit_deps>, out-fences=<queue(1)>
> B: in-fences=<explicit_deps>, out-fences=<queue(2)>
> C: in-fences=<explicit_deps>, out-fence=<queue(3)> #implicit dep on A through the tiler context
> D: in-fences=<explicit_deps>, out-fence=<queue(4)> #implicit dep on B through the tiler context
> E: in-fences=<explicit_deps>, out-fence=<queue(5)> #implicit dep on D through imageA
> F: in-fences=<explicit_deps>, out-fence=<queue(6)> #implicit dep on E through buffer B
> G: in-fences=<explicit_deps>, out-fence=<queue(7)> #implicit dep on F through the tiler context
> H: in-fences=<explicit_deps>, out-fence=<queue(8)>
> I: in-fences=<explicit_deps>, out-fence=<queue(9)> #implicit dep on H through the tiler buffer
> S1: in-fences=<queue(9)>, out-fences=<signalSemaphores[],fence> #signalSemaphore,fence sync point
> # QueueWaitIdle is implemented with a wait(queue(0)), AKA wait on the last point
> 
> With this solution H can be started before E if the compute slot
> is empty and E's implicit deps are not done. It's probably overkill,
> but I thought maximizing GPU utilization was important.

Nevermind, I forgot the drm scheduler was dequeuing jobs in order, so 2
syncobjs (one per queue type) is indeed the right approach.
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