On Wed, Jan 30, 2013 at 5:08 AM, Daniel Vetter <daniel@xxxxxxxx> wrote: > On Wed, Jan 30, 2013 at 2:07 AM, Rob Clark <robdclark@xxxxxxxxx> wrote: >> ========================== >> Basic problem statement: >> ----- ------- --------- >> GPU's do operations that commonly involve many buffers. Those buffers >> can be shared across contexts/processes, exist in different memory >> domains (for example VRAM vs system memory), and so on. And with >> PRIME / dmabuf, they can even be shared across devices. So there are >> a handful of situations where the driver needs to wait for buffers to >> become ready. If you think about this in terms of waiting on a buffer >> mutex for it to become available, this presents a problem because >> there is no way to guarantee that buffers appear in a execbuf/batch in >> the same order in all contexts. That is directly under control of >> userspace, and a result of the sequence of GL calls that an >> application makes. Which results in the potential for deadlock. The >> problem gets more complex when you consider that the kernel may need >> to migrate the buffer(s) into VRAM before the GPU operates on the >> buffer(s), which main in turn require evicting some other buffers (and >> you don't want to evict other buffers which are already queued up to >> the GPU), but for a simplified understanding of the problem you can >> ignore this. >> >> The algorithm that TTM came up with for dealing with this problem is >> quite simple. For each group of buffers (execbuf) that need to be >> locked, the caller would be assigned a unique reservation_id, from a >> global counter. In case of deadlock in the process of locking all the >> buffers associated with a execbuf, the one with the lowest >> reservation_id wins, and the one with the higher reservation_id >> unlocks all of the buffers that it has already locked, and then tries >> again. >> >> Originally TTM implemented this algorithm on top of an event-queue and >> atomic-ops, but Maarten Lankhorst realized that by merging this with >> the mutex code we could take advantage of the existing mutex fast-path >> code and result in a simpler solution, and so ticket_mutex was born. >> (Well, there where also some additional complexities with the original >> implementation when you start adding in cross-device buffer sharing >> for PRIME.. Maarten could probably better explain.) > > I think the motivational writeup above is really nice, but the example > code below is a bit wrong > >> How it is used: >> --- -- -- ----- >> >> A very simplified version: >> >> int submit_execbuf(execbuf) >> { >> /* acquiring locks, before queuing up to GPU: */ >> seqno = assign_global_seqno(); >> retry: >> for (buf in execbuf->buffers) { >> ret = mutex_reserve_lock(&buf->lock, seqno); >> switch (ret) { >> case 0: >> /* we got the lock */ >> break; >> case -EAGAIN: >> /* someone with a lower seqno, so unreserve and try again: */ >> for (buf2 in reverse order starting before buf in >> execbuf->buffers) >> mutex_unreserve_unlock(&buf2->lock); >> goto retry; >> default: >> goto err; >> } >> } >> >> /* now everything is good to go, submit job to GPU: */ >> ... >> } >> >> int finish_execbuf(execbuf) >> { >> /* when GPU is finished: */ >> for (buf in execbuf->buffers) >> mutex_unreserve_unlock(&buf->lock); >> } >> ========================== > > Since gpu command submission is all asnyc (hopefully at least) we > don't unlock once it completes, but right away after the commands are > submitted. Otherwise you wouldn't be able to submit new execbufs using > the same buffer objects (and besides, holding locks while going back > out to userspace is evil). right.. but I was trying to simplify the explanation for non-gpu folk.. maybe that was an over-simplification ;-) BR, -R > The trick is to add a fence object for async operation (essentially a > waitqueue on steriods to support gpu->gpu direct signalling). And > updating fences for a given execbuf needs to happen atomically for all > buffers, for otherwise userspace could trick the kernel into creating > a circular fence chain. This wouldn't deadlock the kernel, since > everything is async, but it'll nicely deadlock the gpus involved. > Hence why we need ticketing locks to get dma_buf fences off the > ground. > > Maybe wait for Maarten's feedback, then update your motivational blurb a bit? > > Cheers, Daniel > -- > Daniel Vetter > Software Engineer, Intel Corporation > +41 (0) 79 365 57 48 - http://blog.ffwll.ch _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx http://lists.freedesktop.org/mailman/listinfo/dri-devel