[Intel-gfx] [RFC v3 1/3] drm/doc/rfc: VM_BIND feature design document

Niranjana Vishwanathapura niranjana.vishwanathapura at intel.com
Tue Jun 7 21:32:10 UTC 2022


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 at intel.com> 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 at intel.com> 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
>>    >       >>
>>    >       >>


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