Eric Anholt wrote:
On Thu, 2007-04-26 at 16:55 +1000, Dave Airlie wrote:
Hi,
The patch is too big to fit on the list and I've no idea how we could
break it down further, it just happens to be a lot of new code..
http://people.freedesktop.org/~airlied/ttm/0001-drm-Implement-TTM-Memory-manager-core-functionality.txt
The patch header and diffstat are below,
This isn't for integration yet but we'd like an initial review by
anyone with the spare time and inclination, there is a lot stuff
relying on getting this code bet into shape and into the kernel but
any cleanups people can suggest now especially to the user interfaces
would be appreciated as once we set that stuff in stone it'll be a
pain to change... also it doesn't have any driver side code, this is
just the generic pieces. I'll post the intel 915 side code later but
there isn't that much to it..
It applies on top of my drm-2.6 git tree drm-mm branch....
-----------------------------------------------------------------------------------------------------
This patch brings in the TTM (Translation Table Maps) memory
management
system from Thomas Hellstrom at Tungsten Graphics.
This patch only covers the core functionality and changes to the drm
core.
The TTM memory manager enables dynamic mapping of memory objects in
and
out of the graphic card accessible memory (e.g. AGP), this implements
the AGP backend for TTM to be used by the i915 driver.
I've been slow responding, but we've been talking a lot on IRC and at
Intel about the TTM interface recently, and trying to come up with a
concensus between us as to what we'd like to see.
1) Multiplexed ioctls hurt
The first issue I have with this version is the userland interface.
You've got two ioctls for buffer management and once for fence
management, yet these 3 ioctls are actually just attempting to be
generic interfaces for around 25 actual functions you want to call
(except for the unimplemented ones, drm_bo_fence and drm_bo_ref_fence).
So there are quasi-generic arguments to these ioctls, where most of the
members are ignored by any given function, but it's not obvious to the
caller which ones. There's no comments or anything as to what the
arguments to these functions are or what exactly they do. We've got 100
generic ioctl numbers allocated and unused still, so I don't think we
should be shy about having separate ioctls for separate functions, if
this is the interface we expect to use going forward.
Right. This interface was in its infancy when there were only (without
looking to deeply) three generic IOCTLS left.
this is definitely a good point and I agree completely.
2) Early microoptimizations
There's also apparently an unused way to chain these function calls in a
single ioctl call for the buffer object ioctl. This is one of a couple
of microoptimizations at the expense of code clarity which have bothered
me while reviewing the TTM code, when I'm guessing no testing was done
to see if it was actually a bottleneck.
Yes. The function chaining is currently only used to validate buffer
lists. I still believe it is
needed for that functionality, a bit depending on what we want to be
able to change when a buffer is validated. But I can currently not see
any other use for it in the future.
3) Fencing and flushing troubles
I'm definitely concerned by the fencing interface. Right now, the
driver is flushing caches and fencing every buffer with EXE and its
driver-specific FLUSHED flag in dispatching command buffers. We almost
surely don't want to be flushing for every batch buffer just in case
someone wants to do CPU reads from something. However, with the current
mechanism, if I fence my operation with just EXE and no flush, then
somebody goes to map that buffer, they'll wait for the fence, but no
flush will be emitted. The interface we've been imagining wouldn't have
driver-specific fence flags, but instead be only a marker of when
command execution has passed a certain point (which is what fencing is
about, anyway). In validating buffers, you would pass whether they're
for READ or WRITE as we currently do, and you'd put it on the unfenced
read/write lists as appropriate. Add one buffer object function for
emitting the flush, which would then determine whether the next
fence-all-unfenced call would cover just the list of unfenced reads or
the list of both unfenced reads and unfenced writes. Then, in mapping,
check if it's on the unfenced-writes list and emit the flush and fence,
and then wait for a fence on the buffer before continuing with the
mapping.
Right. This functionality is actually available in the current code,
except that we have only one unfenced list and the fence flags indicate
what type of flushes are needed. There's even an implementation of the
intel sync flush mechanism in the fencing code. If the batch-buffer
flush is omitted the driver specific flush flag is not needed and the
fence mechanism will do a sync flush whenever needed and signal all
previous r/w fences.
Although very nice in theory this did not work well. Particularly fbo
applications with render-to-texture followed by a subimage update lost a
lot of performance, and the Intel sync flush mechanism carries quite
some latency making apps that use it very cpu-intensive, since it is
polling-only.
Emitting a flush to the ring when needed would carry with it a lot of
latency, although the cpu-intensity would not be that bad.
The current flush-after-all buffers default variant is simply there
because it performs best and with the least amount of CPU usage of all
variants I've tested. "gears" is a good example. You can take away the
after-batchbuffer-flush and remove the DRM_I915_FENCE_FLAG_FLUSHED flag
from intel_batchbuffer.c There's very little difference in rendering speed.
That said, gpus and different engines are very different in their need
for flushing. I believe the current fence type interface can do what you
are after on intel without limiting us to Intel-only 3D functionality.
Leaving Intel for a moment and looking, for example, at the Unichrome
video- and mpeg engines, they require the fence and then a wait for
video idle or mpeg idle (using polling) respectively.
That would work very well with the current interface and two
driver-specific fence types. But with your model we would need two
driver-specific unfenced list, and I'd love to get rid of the unfenced
list for good.
So if your main concern with fencing is with rendering performance and
not with the interface, I think the best thing is to implement and test
your strategy with the current interface. It's definitively feasible,
and if you see a big performance boost, lets go for it but lets also
think of a way that suits other hardware.
Personally I'd like to focus on how we can do fencing yet still support
nouveau-type drivers that like to do everything from user-space, and how
to report engine errors using fence objects. These are areas where the
current implementation is not really up to what's needed.
4) Locking and deadlocking
Right now, the main rendering path I'm seeing is something like this:
lock_hardware() # I'm not really sure why this lock is here
map(texture)
write texture data
unmap(texture)
unlock_hardware()
map(some_buffer) # GL lets you have buffers mapped for a long time
write to some_buffer
map(some_buffer_2)
write to some_buffer_2
map(batchbuffer) # start some actual rendering
map(vertices)
write vertices
write commands
unmap(vertices)
unmap(batchbuffer)
unmap(some_buffer) # the GL client called this
unmap(some_buffer_2)
lock_hardware()
validate(batchbuffer)
validate(vertices)
validate(texture)
validate(some_buffer)
validate(some_buffer_2)
validate(backbuffer)
map_while_validated(batchbuffer)
write relocations in batchbuffer
unmap(batchbuffer)
emit(batchbuffer)
fence_unfenced()
unlock_hardware()
There's also a fallback path:
lock_hardware()
map(backbuffer)
map(frontbuffer)
map(vertices)
map(some_buffer)
rendering with cpu
unmaps(...)
unlock_hardware()
Note: map blocks on fencing, and if you don't pass the magic
"while-validated" flag, then validate blocks on unmap.
If we've got GL buffer objects shared between clients, we've got easy
deadlocks available:
client A map buffer 1
client B locks
client B validates buffer 2
client A map buffer 2 (block)
client B validates buffer 1 (block)
I'm not sure to what extent GL allows buffer object sharing, but with
EXT_tfp we're going to need to be dealing with this for the
X Server versus GL interactions.
5) Fixing locking by not doing it
So, it looks like the existing hardware lock isn't cutting it for
avoiding deadlocks. Additionally, we'd like to get to a point where I
can have some random app running things on my graphics card with my GUI
server clueless that it's happening (more access control would be
needed, but allowing lock pushdown is the main design issue here, I
think). That pretty much means having a hardware lock that an app can
hold for an arbitrary amount of time has to go away.
Since we've got the lock_hardware() around any series of validates for
rendering, we've been thinking about pushing that whole series of
operations into one device-specific (probably?) ioctl:
submit_buffers(buffer_list, relocation_list, bool full_state)
There's a comment suggesting that this is a good idea on
intel_batchbuffers already. This submit_buffers would do:
choose offsets to validate into
perform relocations
validate the buffers with the given flags
emit flush if indicated
emit the fence
For multi-context hardware, the kernel then gets to choose which
rendering context this batchbuffer will be run on. If it can't give you
a context with the same state, it returns EBUSY or whatever and you
resubmit with full state upload and the flag saying so. Additionally,
the kernel can then do reasonable simulation of multi-context hardware
on hardware with context save/restore, which we haven't been doing
before.
Also, since the kernel has all the buffers needed for validate at once,
it can be smarter about placing the allocations, as right now you could
possibly get aperture fragmentation from early validates which prevent
later buffer validations from succeeding.
With this and removing what appears to be an unnecessary hardware lock
from the texture write, we've got userland locking out of the hardware
rendering path, we've got a nice system for multi-context hardware and
the ability for the kernel to simulate multiple contexts if not, and we
can remove most of the userland interface, getting us down to:
bo_create
bo_map
bo_unmap
bo_ref
bo_unref
submit_buffers
fence_reference
fence_unreference
fence_wait
Yes. This or something similar is definitely the right way to go.
The submit super-ioctl is something that has been on the todo list for
quite some time. If it then also means that we can remove much of the
interface code, even better!
That's a lot less than 25 entrypoints, and I like that. Plus, with this
and the DRM modesetting work, adding access control and batchbuffer
validation is "all" that's needed to get the kernel scheduling arbitrary
programs doing random things on the card with your gui unaware of it.
But this still leaves the map versus validate deadlocks. The
closest we've come up with to a solution is: "Maps never block on maps,
validate blocks on unmap, and map blocks on (write-flushed if necessary)
fence completion. It is up to threads performing submit_buffers and
maps on shared objects to arrange external synchronization to avoid
deadlock." This has the advantage that those threads likely have some
sort of protocol requirements for rendering consistency between those
objects, and are going to be doing some sort of synchronization anyway.
I'm just not sure yet on how feasible it is to bend GL into this model.
Hmm, yes, that's an intricate question. I suspect that the texture lock
is actually a workaround for the deadlock you are illustrating in the
shared texture case.
It might be possible to find schemes that work around this. One way
could possibly be to have a buffer mapping -and validate order for
shared buffers.
If a client tries to map shared buffers out-of-order, drm could
automatically do an unmap - remap of previously mapped buffers that
would violate that order.
/Thomas
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