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

Lionel Landwerlin lionel.g.landwerlin at intel.com
Fri Jun 10 06:53:24 UTC 2022


On 09/06/2022 22:31, Niranjana Vishwanathapura wrote:
> On Thu, Jun 09, 2022 at 05:49:09PM +0300, Lionel Landwerlin wrote:
>>   On 09/06/2022 00:55, Jason Ekstrand wrote:
>>
>>     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
>>
>>   I kind of agree here. Wouldn't be simpler to have the bind queue 
>> created
>>   like the others when we build the engine map?
>>
>>   For userspace it's then just matter of selecting the right queue ID 
>> when
>>   submitting.
>>
>>   If there is ever a possibility to have this work on the GPU, it 
>> would be
>>   all ready.
>>
>
> I did sync offline with Matt Brost on this.
> We can add a VM_BIND engine class and let user create VM_BIND engines 
> (queues).
> The problem is, in i915 engine creating interface is bound to 
> gem_context.
> So, in vm_bind ioctl, we would need both context_id and queue_idx for 
> proper
> lookup of the user created engine. This is bit ackward as vm_bind is an
> interface to VM (address space) and has nothing to do with gem_context.


A gem_context has a single vm object right?

Set through I915_CONTEXT_PARAM_VM at creation or given a default one if not.

So it's just like picking up the vm like it's done at execbuffer time 
right now : eb->context->vm


> Another problem is, if two VMs are binding with the same defined engine,
> binding on VM1 can get unnecessary blocked by binding on VM2 (which 
> may be
> waiting on its in_fence).


Maybe I'm missing something, but how can you have 2 vm objects with a 
single gem_context right now?


>
> So, my preference here is to just add a 'u32 queue' index in 
> vm_bind/unbind
> ioctl, and the queues are per VM.
>
> Niranjana
>
>>   Thanks,
>>
>>   -Lionel
>>
>>
>>       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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