Re: [RFC v3 1/3] drm/doc/rfc: VM_BIND feature design document

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

 



On Tue, Jun 07, 2022 at 11:18:11AM -0700, Niranjana Vishwanathapura wrote:
On Tue, Jun 07, 2022 at 12:12:03PM -0500, Jason Ekstrand wrote:
 On Fri, Jun 3, 2022 at 6:52 PM Niranjana Vishwanathapura
 <niranjana.vishwanathapura@xxxxxxxxx> wrote:

   On Fri, Jun 03, 2022 at 10:20:25AM +0300, Lionel Landwerlin wrote:
   >   On 02/06/2022 23:35, Jason Ekstrand wrote:
   >
   >     On Thu, Jun 2, 2022 at 3:11 PM Niranjana Vishwanathapura
   >     <niranjana.vishwanathapura@xxxxxxxxx> wrote:
   >
   >       On Wed, Jun 01, 2022 at 01:28:36PM -0700, Matthew Brost wrote:
   >       >On Wed, Jun 01, 2022 at 05:25:49PM +0300, Lionel Landwerlin
   wrote:
   >       >> On 17/05/2022 21:32, Niranjana Vishwanathapura wrote:
   >       >> > +VM_BIND/UNBIND ioctl will immediately start
   binding/unbinding
   >       the mapping in an
   >       >> > +async worker. The binding and unbinding will work like a
   special
   >       GPU engine.
   >       >> > +The binding and unbinding operations are serialized and
   will
   >       wait on specified
   >       >> > +input fences before the operation and will signal the
   output
   >       fences upon the
   >       >> > +completion of the operation. Due to serialization,
   completion of
   >       an operation
   >       >> > +will also indicate that all previous operations are also
   >       complete.
   >       >>
   >       >> I guess we should avoid saying "will immediately start
   >       binding/unbinding" if
   >       >> there are fences involved.
   >       >>
   >       >> And the fact that it's happening in an async worker seem to
   imply
   >       it's not
   >       >> immediate.
   >       >>
   >
   >       Ok, will fix.
   >       This was added because in earlier design binding was deferred
   until
   >       next execbuff.
   >       But now it is non-deferred (immediate in that sense). But yah,
   this is
   >       confusing
   >       and will fix it.
   >
   >       >>
   >       >> I have a question on the behavior of the bind operation when
   no
   >       input fence
   >       >> is provided. Let say I do :
   >       >>
   >       >> VM_BIND (out_fence=fence1)
   >       >>
   >       >> VM_BIND (out_fence=fence2)
   >       >>
   >       >> VM_BIND (out_fence=fence3)
   >       >>
   >       >>
   >       >> In what order are the fences going to be signaled?
   >       >>
   >       >> In the order of VM_BIND ioctls? Or out of order?
   >       >>
   >       >> Because you wrote "serialized I assume it's : in order
   >       >>
   >
   >       Yes, in the order of VM_BIND/UNBIND ioctls. Note that bind and
   unbind
   >       will use
   >       the same queue and hence are ordered.
   >
   >       >>
   >       >> One thing I didn't realize is that because we only get one
   >       "VM_BIND" engine,
   >       >> there is a disconnect from the Vulkan specification.
   >       >>
   >       >> In Vulkan VM_BIND operations are serialized but per engine.
   >       >>
   >       >> So you could have something like this :
   >       >>
   >       >> VM_BIND (engine=rcs0, in_fence=fence1, out_fence=fence2)
   >       >>
   >       >> VM_BIND (engine=ccs0, in_fence=fence3, out_fence=fence4)
   >       >>
   >       >>
   >       >> fence1 is not signaled
   >       >>
   >       >> fence3 is signaled
   >       >>
   >       >> So the second VM_BIND will proceed before the first VM_BIND.
   >       >>
   >       >>
   >       >> I guess we can deal with that scenario in userspace by doing
   the
   >       wait
   >       >> ourselves in one thread per engines.
   >       >>
   >       >> But then it makes the VM_BIND input fences useless.
   >       >>
   >       >>
   >       >> Daniel : what do you think? Should be rework this or just
   deal with
   >       wait
   >       >> fences in userspace?
   >       >>
   >       >
   >       >My opinion is rework this but make the ordering via an engine
   param
   >       optional.
   >       >
   >       >e.g. A VM can be configured so all binds are ordered within the
   VM
   >       >
   >       >e.g. A VM can be configured so all binds accept an engine
   argument
   >       (in
   >       >the case of the i915 likely this is a gem context handle) and
   binds
   >       >ordered with respect to that engine.
   >       >
   >       >This gives UMDs options as the later likely consumes more KMD
   >       resources
   >       >so if a different UMD can live with binds being ordered within
   the VM
   >       >they can use a mode consuming less resources.
   >       >
   >
   >       I think we need to be careful here if we are looking for some
   out of
   >       (submission) order completion of vm_bind/unbind.
   >       In-order completion means, in a batch of binds and unbinds to be
   >       completed in-order, user only needs to specify in-fence for the
   >       first bind/unbind call and the our-fence for the last
   bind/unbind
   >       call. Also, the VA released by an unbind call can be re-used by
   >       any subsequent bind call in that in-order batch.
   >
   >       These things will break if binding/unbinding were to be allowed
   to
   >       go out of order (of submission) and user need to be extra
   careful
   >       not to run into pre-mature triggereing of out-fence and bind
   failing
   >       as VA is still in use etc.
   >
   >       Also, VM_BIND binds the provided mapping on the specified
   address
   >       space
   >       (VM). So, the uapi is not engine/context specific.
   >
   >       We can however add a 'queue' to the uapi which can be one from
   the
   >       pre-defined queues,
   >       I915_VM_BIND_QUEUE_0
   >       I915_VM_BIND_QUEUE_1
   >       ...
   >       I915_VM_BIND_QUEUE_(N-1)
   >
   >       KMD will spawn an async work queue for each queue which will
   only
   >       bind the mappings on that queue in the order of submission.
   >       User can assign the queue to per engine or anything like that.
   >
   >       But again here, user need to be careful and not deadlock these
   >       queues with circular dependency of fences.
   >
   >       I prefer adding this later an as extension based on whether it
   >       is really helping with the implementation.
   >
   >     I can tell you right now that having everything on a single
   in-order
   >     queue will not get us the perf we want.  What vulkan really wants
   is one
   >     of two things:
   >      1. No implicit ordering of VM_BIND ops.  They just happen in
   whatever
   >     their dependencies are resolved and we ensure ordering ourselves
   by
   >     having a syncobj in the VkQueue.
   >      2. The ability to create multiple VM_BIND queues.  We need at
   least 2
   >     but I don't see why there needs to be a limit besides the limits
   the
   >     i915 API already has on the number of engines.  Vulkan could
   expose
   >     multiple sparse binding queues to the client if it's not
   arbitrarily
   >     limited.

   Thanks Jason, Lionel.

   Jason, what are you referring to when you say "limits the i915 API
   already
   has on the number of engines"? I am not sure if there is such an uapi
   today.

 There's a limit of something like 64 total engines today based on the
 number of bits we can cram into the exec flags in execbuffer2.  I think
 someone had an extended version that allowed more but I ripped it out
 because no one was using it.  Of course, execbuffer3 might not have that
 problem at all.


Thanks Jason.
Ok, I am not sure which exec flag is that, but yah, execbuffer3 probably
will not have this limiation. So, we need to define a VM_BIND_MAX_QUEUE
and somehow export it to user (I am thinking of embedding it in
I915_PARAM_HAS_VM_BIND. bits[0]->HAS_VM_BIND, bits[1-3]->'n' meaning 2^n
queues.

Ah, I think you are waking about I915_EXEC_RING_MASK (0x3f) which execbuf3
will also have. So, we can simply define in vm_bind/unbind structures,

#define I915_VM_BIND_MAX_QUEUE   64
       __u32 queue;

I think that will keep things simple.

Niranjana


   I am trying to see how many queues we need and don't want it to be
   arbitrarily
   large and unduely blow up memory usage and complexity in i915 driver.

 I expect a Vulkan driver to use at most 2 in the vast majority of cases. I
 could imagine a client wanting to create more than 1 sparse queue in which
 case, it'll be N+1 but that's unlikely.  As far as complexity goes, once
 you allow two, I don't think the complexity is going up by allowing N.  As
 for memory usage, creating more queues means more memory.  That's a
 trade-off that userspace can make.  Again, the expected number here is 1
 or 2 in the vast majority of cases so I don't think you need to worry.

Ok, will start with n=3 meaning 8 queues.
That would require us create 8 workqueues.
We can change 'n' later if required.

Niranjana


   >     Why?  Because Vulkan has two basic kind of bind operations and we
   don't
   >     want any dependencies between them:
   >      1. Immediate.  These happen right after BO creation or maybe as
   part of
   >     vkBindImageMemory() or VkBindBufferMemory().  These don't happen
   on a
   >     queue and we don't want them serialized with anything.  To
   synchronize
   >     with submit, we'll have a syncobj in the VkDevice which is
   signaled by
   >     all immediate bind operations and make submits wait on it.
   >      2. Queued (sparse): These happen on a VkQueue which may be the
   same as
   >     a render/compute queue or may be its own queue.  It's up to us
   what we
   >     want to advertise.  From the Vulkan API PoV, this is like any
   other
   >     queue.  Operations on it wait on and signal semaphores.  If we
   have a
   >     VM_BIND engine, we'd provide syncobjs to wait and signal just like
   we do
   >     in execbuf().
   >     The important thing is that we don't want one type of operation to
   block
   >     on the other.  If immediate binds are blocking on sparse binds,
   it's
   >     going to cause over-synchronization issues.
   >     In terms of the internal implementation, I know that there's going
   to be
   >     a lock on the VM and that we can't actually do these things in
   >     parallel.  That's fine.  Once the dma_fences have signaled and
   we're

   Thats correct. It is like a single VM_BIND engine with multiple queues
   feeding to it.

 Right.  As long as the queues themselves are independent and can block on
 dma_fences without holding up other queues, I think we're fine.

   >     unblocked to do the bind operation, I don't care if there's a bit
   of
   >     synchronization due to locking.  That's expected.  What we can't
   afford
   >     to have is an immediate bind operation suddenly blocking on a
   sparse
   >     operation which is blocked on a compute job that's going to run
   for
   >     another 5ms.

   As the VM_BIND queue is per VM, VM_BIND on one VM doesn't block the
   VM_BIND
   on other VMs. I am not sure about usecases here, but just wanted to
   clarify.

 Yes, that's what I would expect.
 --Jason

   Niranjana

   >     For reference, Windows solves this by allowing arbitrarily many
   paging
   >     queues (what they call a VM_BIND engine/queue).  That design works
   >     pretty well and solves the problems in question.  Again, we could
   just
   >     make everything out-of-order and require using syncobjs to order
   things
   >     as userspace wants. That'd be fine too.
   >     One more note while I'm here: danvet said something on IRC about
   VM_BIND
   >     queues waiting for syncobjs to materialize.  We don't really
   want/need
   >     this.  We already have all the machinery in userspace to handle
   >     wait-before-signal and waiting for syncobj fences to materialize
   and
   >     that machinery is on by default.  It would actually take MORE work
   in
   >     Mesa to turn it off and take advantage of the kernel being able to
   wait
   >     for syncobjs to materialize.  Also, getting that right is
   ridiculously
> hard and I really don't want to get it wrong in kernel space. When we
   >     do memory fences, wait-before-signal will be a thing.  We don't
   need to
   >     try and make it a thing for syncobj.
   >     --Jason
   >
   >   Thanks Jason,
   >
   >   I missed the bit in the Vulkan spec that we're allowed to have a
   sparse
   >   queue that does not implement either graphics or compute operations
   :
   >
   >     "While some implementations may include
   VK_QUEUE_SPARSE_BINDING_BIT
   >     support in queue families that also include
   >
   >      graphics and compute support, other implementations may only
   expose a
   >     VK_QUEUE_SPARSE_BINDING_BIT-only queue
   >
   >      family."
   >
   >   So it can all be all a vm_bind engine that just does bind/unbind
   >   operations.
   >
   >   But yes we need another engine for the immediate/non-sparse
   operations.
   >
   >   -Lionel
   >
   >         >
   >       Daniel, any thoughts?
   >
   >       Niranjana
   >
   >       >Matt
   >       >
   >       >>
   >       >> Sorry I noticed this late.
   >       >>
   >       >>
   >       >> -Lionel
   >       >>
   >       >>



[Index of Archives]     [AMD Graphics]     [Linux USB Devel]     [Linux Audio Users]     [Yosemite News]     [Linux Kernel]     [Linux SCSI]

  Powered by Linux