From: Tvrtko Ursulin <tvrtko.ursulin@xxxxxxxxx> A little bit of documentation covering the topics of engine discovery, context engine maps and virtual engines. It is not very detailed but supposed to be a starting point of giving a brief high level overview of general principles and intended use cases. Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@xxxxxxxxx> --- Documentation/gpu/i915.rst | 184 +++++++++++++++++++++++++++++++++++++ 1 file changed, 184 insertions(+) diff --git a/Documentation/gpu/i915.rst b/Documentation/gpu/i915.rst index 42ce0196930a..8e5ab299c31f 100644 --- a/Documentation/gpu/i915.rst +++ b/Documentation/gpu/i915.rst @@ -335,6 +335,190 @@ for execution also include a list of all locations within buffers that refer to GPU-addresses so that the kernel can edit the buffer correctly. This process is dubbed relocation. +Engine Discovery uAPI +--------------------- + +Engine discovery uAPI is a way of enumerating physical engines present in a GPU +associated with an open i915 DRM file descriptor. This supersedes the old way of +using `DRM_IOCTL_I915_GETPARAM` and engine identifiers like +`I915_PARAM_HAS_BLT`. + +The need for this interface came starting with Icelake and newer GPUs, which +started to establish a pattern of having multiple engines of a same class, where +not all instances were always completely functionally equivalent. + +Entry point for this uapi is `DRM_IOCTL_I915_QUERY` with the +`DRM_I915_QUERY_ENGINE_INFO` as the queried item id. + +Example for getting the list of engines: + +.. code-block:: C + + struct drm_i915_query_engine_info *info; + struct drm_i915_query_item item = { + .query_id = DRM_I915_QUERY_ENGINE_INFO; + }; + struct drm_i915_query query = { + .num_items = 1, + .items_ptr = (uintptr_t)&item, + }; + int err, i; + + // First query the size of the blob we need, this needs to be large + // enough to hold our array of engines. The kernel will fill out the + // item.length for us, which is the number of bytes we need. + // + // Alternatively a large buffer can be allocated straight away enabling + // querying in one pass, in which case item.length should contain the + // length of the provided buffer. + err = ioctl(fd, DRM_IOCTL_I915_QUERY, &query); + if (err) ... + + info = calloc(1, item.length); + // Now that we allocated the required number of bytes, we call the ioctl + // again, this time with the data_ptr pointing to our newly allocated + // blob, which the kernel can then populate with info on all engines. + item.data_ptr = (uintptr_t)&info, + + err = ioctl(fd, DRM_IOCTL_I915_QUERY, &query); + if (err) ... + + // We can now access each engine in the array + for (i = 0; i < info->num_engines; i++) { + struct drm_i915_engine_info einfo = info->engines[i]; + u16 class = einfo.engine.class; + u16 instance = einfo.engine.instance; + .... + } + + free(info); + +Each of the enumerated engines, apart from being defined by its class and +instance (see `struct i915_engine_class_instance`), also can have flags and +capabilities defined as documented in i915_drm.h. + +For instance video engines which support HEVC encoding will have the +`I915_VIDEO_CLASS_CAPABILITY_HEVC` capability bit set. + +Engine discovery only fully comes to its own when combined with the new way of +addressing engines when submitting batch buffers using contexts with engine +maps configured. + +Context Engine Map uAPI +----------------------- + +Context engine map is a new way of addressing engines when submitting batch- +buffers, replacing the existing way of using identifiers like `I915_EXEC_BLT` +inside the flags field of `struct drm_i915_gem_execbuffer2`. + +To use it created GEM contexts need to be configured with a list of engines +the user is intending to submit to. This is accomplished using the +`I915_CONTEXT_PARAM_ENGINES` parameter and `struct i915_context_param_engines`. + +For such contexts the `I915_EXEC_RING_MASK` field becomes an index into the +configured map. + +Example of creating such context and submitting against it: + +.. code-block:: C + + I915_DEFINE_CONTEXT_PARAM_ENGINES(engines, 2) = { + .engines = { { I915_ENGINE_CLASS_RENDER, 0 }, + { I915_ENGINE_CLASS_COPY, 0 } } + }; + struct drm_i915_gem_context_create_ext_setparam p_engines = { + .base = { + .name = I915_CONTEXT_CREATE_EXT_SETPARAM, + }, + .param = { + .param = I915_CONTEXT_PARAM_ENGINES, + .value = to_user_pointer(&engines), + .size = sizeof(engines), + }, + }; + struct drm_i915_gem_context_create_ext create = { + .flags = I915_CONTEXT_CREATE_FLAGS_USE_EXTENSIONS, + .extensions = to_user_pointer(&p_engines); + }; + + ctx_id = gem_context_create_ext(drm_fd, &create); + + // We have now created a GEM context with two engines in the map: + // Index 0 points to rcs0 while index 1 points to bcs0. Other engines + // will not be accessible from this context. + + ... + execbuf.rsvd1 = ctx_id; + execbuf.flags = 0; // Submits to index0, which is rcs0 for this context + gem_execbuf(drm_fd, &execbuf); + + ... + execbuf.rsvd1 = ctx_id; + execbuf.flags = 1; // Submits to index0, which is bcs0 for this context + gem_execbuf(drm_fd, &execbuf); + +Virtual Engine uAPI +------------------- + +Virtual engine is a concept where userspace is able to configure a set of +physical engines, submit a batch buffer, and let the driver execute it on any +engine from the set as it sees fit. + +This is primarily useful on parts which have multiple instances of a same class +engine, like for example GT3+ Skylake parts with their two VCS engines. + +For instance userspace can enumerate all engines of a certain class using the +previously described `Engine Discovery uAPI`_. After +that userspace can create a GEM context with a placeholder slot for the virtual +engine (using `I915_ENGINE_CLASS_INVALID` and `I915_ENGINE_CLASS_INVALID_NONE` +for class and instance respectively) and finally using the +`I915_CONTEXT_ENGINES_EXT_LOAD_BALANCE` extension place a virtual engine in the +same reserved slot. + +Example of creating a virtual engine and submitting a batch buffer to it: + +.. code-block:: C + + I915_DEFINE_CONTEXT_ENGINES_LOAD_BALANCE(virtual, 2) = { + .base.name = I915_CONTEXT_ENGINES_EXT_LOAD_BALANCE, + .engine_index = 0, // Place this virtual engine into engine map slot 0 + .num_siblings = 2, + .engines = { { I915_ENGINE_CLASS_VIDEO, 0 }, + { I915_ENGINE_CLASS_VIDEO, 1 }, }, + }; + I915_DEFINE_CONTEXT_PARAM_ENGINES(engines, 1) = { + .engines = { { I915_ENGINE_CLASS_INVALID, + I915_ENGINE_CLASS_INVALID_NONE } }, + .extensions = to_user_pointer(&virtual), // Chains with the load_balance extension + }; + struct drm_i915_gem_context_create_ext_setparam p_engines = { + .base = { + .name = I915_CONTEXT_CREATE_EXT_SETPARAM, + }, + .param = { + .param = I915_CONTEXT_PARAM_ENGINES, + .value = to_user_pointer(&engines), + .size = sizeof(engines), + }, + }; + struct drm_i915_gem_context_create_ext create = { + .flags = I915_CONTEXT_CREATE_FLAGS_USE_EXTENSIONS, + .extensions = to_user_pointer(&p_engines); + }; + + ctx_id = gem_context_create_ext(drm_fd, &create); + + // Now we have created a GEM context with its engine map containing a + // single virtual engine. Submissions to this slot can go either to + // vcs0 or vcs1, depending on the load balancing algorithm used inside + // the driver. The load balancing is dynamic from one batch buffer to + // another and transparent to userspace. + + ... + execbuf.rsvd1 = ctx_id; + execbuf.flags = 0; // Submits to index0 which is the virtual engine + gem_execbuf(drm_fd, &execbuf); + Locking Guidelines ------------------ -- 2.30.2