[Mesa-dev] Allocator Nouveau driver, Mesa EXT_external_objects, and DRM metadata import interfaces
Kristian Kristensen
hoegsberg at google.com
Wed Jan 3 20:36:51 UTC 2018
On Wed, Jan 3, 2018 at 11:26 AM, James Jones <jajones at nvidia.com> wrote:
> On 12/28/2017 10:24 AM, Miguel Angel Vico wrote:
>
>> (Adding dri-devel back, and trying to respond to some comments from
>> the different forks)
>>
>> James Jones wrote:
>>
>> Your worst case analysis above isn't far off from our HW, give or take
>>> some bits and axes here and there. We've started an internal discussion
>>> about how to lay out all the bits we need. It's hard to even enumerate
>>> them all without having a complete understanding of what capability sets
>>> are going to include, a fully-optimized implementation of the mechanism
>>> on our HW, and lot's of test scenarios though.
>>>
>>
>> (thanks James for most of the info below)
>>
>> To elaborate a bit, if we want to share an allocation across GPUs for 3D
>> rendering, it seems we would need 12 bits to express our
>> swizzling/tiling memory layouts for fermi+. In addition to that,
>> maxwell uses 3 more bits for this, and we need an extra bit to identify
>> pre-fermi representations.
>>
>> We also need one bit to differentiate between Tegra and desktop, and
>> another one to indicate whether the layout is otherwise linear.
>>
>> Then things like whether compression is used (one more bit), and we can
>> probably get by with 3 bits for the type of compression if we are
>> creative. However, it'd be way easier to just track arch + page kind,
>> which would be like 32 bits on its own.
>>
>
> Not clear if this is an NV-only term, so for those not familiar, page kind
> is very loosely the equivalent of a format modifier our HW uses internally
> in its memory management subsystem. The value mappings vary a bit for each
> HW generation.
>
>
> Whether Z-culling and/or zero-bandwidth-clears are used may be another 3
>> bits.
>>
>> If device-local properties are included, we might need a couple more
>> bits for caching.
>>
>> We may also need to express locality information, which may take at
>> least another 2 or 3 bits.
>>
>> If we want to share array textures too, you also need to pass the array
>> pitch. Is it supposed to be encoded in a modifier too? That's 64 bits on
>> its own.
>>
>> So yes, as James mentioned, with some effort, we could technically fit
>> our current allocation parameters in a modifier, but I'm still not
>> convinced this is as future proof as it could be as our hardware grows
>> in capabilities.
>>
>>
>> Daniel Stone wrote:
>>
>> So I reflexively
>>> get a bit itchy when I see the kernel being used to transit magic
>>> blobs of data which are supplied by userspace, and only interpreted by
>>> different userspace. Having tiling formats hidden away means that
>>> we've had real-world bugs in AMD hardware, where we end up displaying
>>> garbage because we cannot generically reason about the buffer
>>> attributes.
>>>
>>
>> I'm a bit confused. Can't modifiers be specified by vendors and only
>> interpreted by drivers? My understanding was that modifiers could
>> actually be treated as opaque 64-bit data, in which case they would
>> qualify as "magic blobs of data". Otherwise, it seems this wouldn't be
>> scalable. What am I missing?
>>
>>
>> Daniel Vetter wrote:
>>
>> I think in the interim figuring out how to expose kms capabilities
>>> better (and necessarily standardizing at least some of them which
>>> matter at the compositor level, like size limits of framebuffers)
>>> feels like the place to push the ecosystem forward. In some way
>>> Miguel's proposal looks a bit backwards, since it adds the pitch
>>> capabilities to addfb, but at addfb time you've allocated everything
>>> already, so way too late to fix things up. With modifiers we've added
>>> a very simple per-plane property to list which modifiers can be
>>> combined with which pixel formats. Tiny start, but obviously very far
>>> from all that we'll need.
>>>
>>
>> Not sure whether I might be misunderstanding your statement, but one of
>> the allocator main features is negotiation of nearly optimal allocation
>> parameters given a set of uses on different devices/engines by the
>> capability merge operation. A client should have queried what every
>> device/engine is capable of for the given uses, find the optimal set of
>> capabilities, and use it for allocating a buffer. At the moment these
>> parameters are given to KMS, they are expected to be good. If they
>> aren't, the client didn't do things right.
>>
>>
>> Rob Clark wrote:
>>
>> It does seem like, if possible, starting out with modifiers for now at
>>> the kernel interface would make life easier, vs trying to reinvent
>>> both kernel and userspace APIs at the same time. Userspace APIs are
>>> easier to change or throw away. Presumably by the time we get to the
>>> point of changing kernel uabi, we are already using, and pretty happy
>>> with, serialized liballoc data over the wire in userspace so it is
>>> only a matter of changing the kernel interface.
>>>
>>
>> I guess we can indeed start with modifiers for now, if that's what it
>> takes to get the allocator mechanisms rolling. However, it seems to me
>> that we won't be able to encode the same type of information included
>> in capability sets with modifiers in all cases. For instance, if we end
>> up encoding usage transition information in capability sets, how that
>> would translate to modifiers?
>>
>> I assume display doesn't really care about a lot of the data capability
>> sets may encode, but is it correct to think of modifiers as things only
>> display needs? If we are to treat modifiers as a first-class citizen, I
>> would expect to use them beyond that.
>>
>
> Right, this becomes a lot more interesting when modifiers or capability
> sets start getting used to share things from Vulkan<->Vulkan, for example.
> Of course, we don't need to change kernel ABIs for that, but wayland
> protocols, Vulkan extensions, etc. might need modification. Regardless, I
> agree with Miguel's sentiment. Let's at least defer this debate a bit
> until we know more about what capability sets look like. If modifiers alone
> still seem sufficient, so be it.
Modifers aren't display only, but I suppose they are 2D color buffer only -
no mip maps, texture arrays, cube maps etc. But within that scope, they
should provide a mechanism for negotiating the optimal layout for a given
use case.
Another point here is that the modifier doesn't need to encode all the
thing you have to communicate to the HW. For a given width, height, format,
compression type and maybe a few other high-level parameters, I'm skeptical
that the remaining tile parameters aren't just mechanically derivable using
a fixed table or formula. So instead of thinking of the modifiers as
something you can just memcpy into a state packet, it identifies a family
of configurations - enough information to deterministically derive the full
exact configuration. The formula may change, for example for different
hardware or if it's determined to not be optimal, and in that case, we can
use a new modifier to represent to new formula.
>
>
>
>> Kristian Kristensen wrote:
>>
>> I agree and let me elaborate a bit. The problem we're seeing isn't that we
>>> need more that 2^56 modifiers for a future GPU. The problem is that flags
>>> like USE_SCANOUT (which your allocator proposal essentially keeps) is
>>> inadequate. The available tiling and compression formats vary with which
>>> (in KMS terms) CRTC you want to use, which plane you're on whether you
>>> want
>>> rotation or no and how much you want to scale etc. It's not realistic to
>>> think that we could model this in a centralized allocator library that's
>>> detached from the display driver. To be fair, this is not a point about
>>> blobs vs modifiers, it's saying that the use flags don't belong in the
>>> allocator, they belong in the APIs that will be using the buffer - and
>>> not
>>> as literal use flags, but as a way to discover supported modifiers for a
>>> given use case.
>>>
>>
>> Why detached from the display driver? I don't see why there couldn't be
>> an allocator driver with access to display capabilities that can be
>> used in the negotiation step to find the optimal set of allocation
>> parameters.
>>
>
> In addition, speaking to some other portions of your response, most of the
> usage in the prototype is placeholder stuff for testing. USE_SCANNOUT is
> partially expanded to include orientation as well, which helps in some
> cases on our hardware. If there's more complex stuff for other display
> hardware, it needs to be expanded further, or that HW is free to expose a
> vendor-specific usage, since usage is extensible. It's easy to mirror in
> all the relevant usage flags from other APIs or engines too. That's a
> rather small amount of duplication.
>
I understand that it's an incomplete example, but even so I don't think
this duplication is feasible. It's not a matter of how many use cases we
have to duplicate at this point in time, it's that all these APIs are live,
evolving APIs and keeping the allocator uptodate as various APIs grow new
corner cases doesn't seem practical. Further, it's not orthogonal or
composable - the allocator has to know about all producers and consumers
and if I add a new piece of hardware I have to extend the allocator to
understands its new use cases. With the modifier model, I just ask the new
driver which modifiers it supports for the use case I'm interested in and
feed those modifiers to the allocator.
>
> The important part is the logic that selects optimal usage. I don't think
> it's possible to select optimal usage with the queries spread around all
> the APIs. Vulkan isn't going to know about video encode usage. In many
> situations it won't know about display usage. It just knows optimal
> texture/render usage. Therefore it can't optimize parameters for usage it
> doesn't know about it. A centralized allocator can, especially when all
> the usage ends up delegated to a single device/GPU. It will have all the
> same information available to it on the back end because it can access DRM
> devices, v4l devices, etc. to query their capabilities via allocator
> backends, but it can have more information available on the front end from
> the app, and a more complete solution returned from a driver that is able
> to parse and consider that additional information.
>
Vulkan isn't expected to know about video encode usage. You ask the video
codec about supported modifiers for encode and you ask Vulkan for supported
modifiers for, say optimal render usage. The allocator determines the
optimal lowest common denominator and allocates the buffer. Maybe that's
linear, or if you've designed both parts, maybe there's a simple shared
tiled format that the encoder can source from.
>
> Additionally, I again offer the goal of an optimal gralloc implementation
> built on top of the allocator mechanism. I find it difficult to imagine
> building gralloc on top of Vulkan or EGL and DRM. Does such a solution seem
> feasible to you? I've not researched this significantly myself, but Google
> Android engineers shared that concern when we had the initial discussions
> at XDC 2016.
>
>
> Kristian Kristensen wrote:
>>
>> I understand that you may have n knobs with a total of more than a total
>>> of
>>> 56 bits that configure your tiling/swizzling for color buffers. What I
>>> don't
>>> buy is that you need all those combinations when passing buffers around
>>> between codecs, cameras and display controllers. Even if you're sharing
>>> between the same 3D drivers in different processes, I expect just locking
>>> down, say, 64 different combinations (you can add more over time) and
>>> assigning each a modifier would be sufficient. I doubt you'd extract
>>> meaningful performance gains from going all the way to a blob.
>>>
>>
>> If someone has N knobs available, I don't understand why there
>> shouldn't be a mechanism that allows making use of them all, regardless
>> of performance numbers.
>>
>>
>> Daniel Vetter wrote:
>>
>> Yeah, that part was all clear. I'd want more details of what exact
>>> kind of metadata. fast-clear colors? tiling layouts? aux data for the
>>> compressor? hiz (or whatever you folks call it) tree?
>>>
>>> As you say, we've discussed massive amounts of different variants on
>>> this, and there's different answers for different questions. Consensus
>>> seems to be that bigger stuff (compression data, hiz, clear colors,
>>> ...) should be stored in aux planes, while the exact layout and what
>>> kind of aux planes you have are encoded in the modifier.
>>>
>>
>> My understanding is that capability sets may include all metadata you
>> mentioned. Besides tiling/swizzling layout and compression parameters,
>> things like zero-bandwidth-clears (I guess the same or similar to
>> fast-clear colors?), hiz-like data, device-local properties such as
>> caches, or locality information could/will be also included in a
>> capability set. We are even considering encoding some sort of usage
>> transition information in the capability set itself.
>>
>
> I think there's some nuance here. The format of compression metadata
> would clearly be a capability set thing. The compression data itself would
> indeed be in some auxiliary surface on most/all hardware. Things like fast
> clears are harder to nail down because implementations seem more varied
> there. It might be very awkward on some hardware to put the necessary
> meta-data in a DRM FB plane, while that might be the only reasonable way to
> accomplish it on other hardware. I think we'll have to work through some
> corner cases across lots of hardware before this bottoms out.
>
For modifiers and liballocator as well, the meta data is copied by value
(and passed through IPC) and as such can't model shared mutable
information. That means, fast colors, compression aux buffers and such, has
to be in a share BO plane.
Kristian
>
> Thanks,
> -James
>
> Thanks,
>> Miguel.
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>>
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