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

Jason Ekstrand jason at jlekstrand.net
Wed Jun 8 21:55:38 UTC 2022


On Wed, Jun 8, 2022 at 4:44 PM Niranjana Vishwanathapura <
niranjana.vishwanathapura at intel.com> wrote:

> On Wed, Jun 08, 2022 at 08:33:25AM +0100, Tvrtko Ursulin wrote:
> >
> >
> >On 07/06/2022 22:32, Niranjana Vishwanathapura wrote:
> >>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
>

Yup!  That's exactly the limit I was talking about.


> >>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.
> >
> >Hmmm? What does execbuf2 limit has to do with how many engines
> >hardware can have? I suggest not to do that.
> >
> >Change with added this:
> >
> >       if (set.num_engines > I915_EXEC_RING_MASK + 1)
> >               return -EINVAL;
> >
> >To context creation needs to be undone and so let users create engine
> >maps with all hardware engines, and let execbuf3 access them all.
> >
>
> Earlier plan was to carry I915_EXEC_RING_MAP (0x3f) to execbuff3 also.
> Hence, I was using the same limit for VM_BIND queues (64, or 65 if we
> make it N+1).
> But, as discussed in other thread of this RFC series, we are planning
> to drop this I915_EXEC_RING_MAP in execbuff3. So, there won't be
> any uapi that limits the number of engines (and hence the vm_bind queues
> need to be supported).
>
> If we leave the number of vm_bind queues to be arbitrarily large
> (__u32 queue_idx) then, we need to have a hashmap for queue (a wq,
> work_item and a linked list) lookup from the user specified queue index.
> Other option is to just put some hard limit (say 64 or 65) and use
> an array of queues in VM (each created upon first use). I prefer this.
>

I don't get why a VM_BIND queue is any different from any other queue or
userspace-visible kernel object.  But I'll leave those details up to danvet
or whoever else might be reviewing the implementation.

--Jason



>
> Niranjana
>
> >Regards,
> >
> >Tvrtko
> >
> >>
> >>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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