Timeline semaphore waits (polling on memory) will be unmonitored and as fast as the roundtrip to memory. Semaphore writes will be slower because the copy of those write requests will also be forwarded to the kernel. Arbitrary writes are not protected by the hw but the kernel will take action against such behavior because it will receive them too.
I don't know if that would work with dma_fence.
Marek
On Thu, Jun 17, 2021 at 3:04 PM Daniel Vetter daniel@ffwll.ch wrote:
On Thu, Jun 17, 2021 at 02:28:06PM -0400, Marek Olšák wrote:
The kernel will know who should touch the implicit-sync semaphore next,
and
at the same time, the copy of all write requests to the implicit-sync semaphore will be forwarded to the kernel for monitoring and bo_wait.
Syncobjs could either use the same monitored access as implicit sync or
be
completely unmonitored. We haven't decided yet.
Syncfiles could either use one of the above or wait for a syncobj to go idle before converting to a syncfile.
Hm this sounds all like you're planning to completely rewrap everything ... I'm assuming the plan is still that this is going to be largely wrapped in dma_fence? Maybe with timeline objects being a bit more optimized, but I'm not sure how much you can optimize without breaking the interfaces. -Daniel
Marek
On Thu, Jun 17, 2021 at 12:48 PM Daniel Vetter daniel@ffwll.ch wrote:
On Mon, Jun 14, 2021 at 07:13:00PM +0200, Christian König wrote:
As long as we can figure out who touched to a certain sync object
last
that
would indeed work, yes.
Don't you need to know who will touch it next, i.e. who is holding up
your
fence? Or maybe I'm just again totally confused. -Daniel
Christian.
Am 14.06.21 um 19:10 schrieb Marek Olšák:
The call to the hw scheduler has a limitation on the size of all parameters combined. I think we can only pass a 32-bit sequence
number
and a ~16-bit global (per-GPU) syncobj handle in one call and not
much
else.
The syncobj handle can be an element index in a global (per-GPU)
syncobj
table and it's read only for all processes with the exception of
the
signal command. Syncobjs can either have per VMID write access
flags
for
the signal command (slow), or any process can write to any
syncobjs and
only rely on the kernel checking the write log (fast).
In any case, we can execute the memory write in the queue engine
and
only use the hw scheduler for logging, which would be perfect.
Marek
On Thu, Jun 10, 2021 at 12:33 PM Christian König <ckoenig.leichtzumerken@gmail.com mailto:ckoenig.leichtzumerken@gmail.com> wrote:
Hi guys, maybe soften that a bit. Reading from the shared memory of the user fence is ok for everybody. What we need to take more care
of
is the writing side. So my current thinking is that we allow read only access, but writing a new sequence value needs to go through the
scheduler/kernel.
So when the CPU wants to signal a timeline fence it needs to
call
an IOCTL. When the GPU wants to signal the timeline fence it
needs
to hand that of to the hardware scheduler. If we lockup the kernel can check with the hardware who did the last write and what value was written. That together with an IOCTL to give out sequence number for implicit sync to applications should be sufficient for the
kernel
to track who is responsible if something bad happens. In other words when the hardware says that the shader wrote
stuff
like 0xdeadbeef 0x0 or 0xffffffff into memory we kill the
process
who did that. If the hardware says that seq - 1 was written fine, but seq is missing then the kernel blames whoever was supposed to write
seq.
Just pieping the write through a privileged instance should be fine to make sure that we don't run into issues. Christian. Am 10.06.21 um 17:59 schrieb Marek Olšák:
Hi Daniel, We just talked about this whole topic internally and we came
up
to the conclusion that the hardware needs to understand sync object handles and have high-level wait and signal
operations in
the command stream. Sync objects will be backed by memory,
but
they won't be readable or writable by processes directly. The hardware will log all accesses to sync objects and will send
the
log to the kernel periodically. The kernel will identify malicious behavior. Example of a hardware command stream: ... ImplicitSyncWait(syncObjHandle, sequenceNumber); // the
sequence
number is assigned by the kernel Draw(); ImplicitSyncSignalWhenDone(syncObjHandle); ... I'm afraid we have no other choice because of the TLB invalidation overhead. Marek On Wed, Jun 9, 2021 at 2:31 PM Daniel Vetter <
daniel@ffwll.ch
<mailto:daniel@ffwll.ch>> wrote: On Wed, Jun 09, 2021 at 03:58:26PM +0200, Christian König
wrote:
> Am 09.06.21 um 15:19 schrieb Daniel Vetter: > > [SNIP] > > > Yeah, we call this the lightweight and the
heavyweight
tlb flush. > > > > > > The lighweight can be used when you are sure that
you
don't have any of the > > > PTEs currently in flight in the 3D/DMA engine and
you
just need to > > > invalidate the TLB. > > > > > > The heavyweight must be used when you need to invalidate the TLB *AND* make > > > sure that no concurrently operation moves new stuff into the TLB. > > > > > > The problem is for this use case we have to use the heavyweight one. > > Just for my own curiosity: So the lightweight flush
is
only for in-between > > CS when you know access is idle? Or does that also
not
work if userspace > > has a CS on a dma engine going at the same time
because
the tlb aren't > > isolated enough between engines? > > More or less correct, yes. > > The problem is a lightweight flush only invalidates the TLB, but doesn't > take care of entries which have been handed out to the different engines. > > In other words what can happen is the following: > > 1. Shader asks TLB to resolve address X. > 2. TLB looks into its cache and can't find address X
so it
asks the walker > to resolve. > 3. Walker comes back with result for address X and TLB
puts
that into its > cache and gives it to Shader. > 4. Shader starts doing some operation using result for address X. > 5. You send lightweight TLB invalidate and TLB throws
away
cached values for > address X. > 6. Shader happily still uses whatever the TLB gave to
it in
step 3 to > accesses address X > > See it like the shader has their own 1 entry L0 TLB
cache
which is not > affected by the lightweight flush. > > The heavyweight flush on the other hand sends out a broadcast signal to > everybody and only comes back when we are sure that an address is not in use > any more. Ah makes sense. On intel the shaders only operate in VA, everything goes around as explicit async messages to IO blocks. So we
don't
have this, the only difference in tlb flushes is between tlb flush in
the IB
and an mmio one which is independent for anything currently being executed on an egine. -Daniel -- Daniel Vetter Software Engineer, Intel Corporation http://blog.ffwll.ch <http://blog.ffwll.ch>
-- Daniel Vetter Software Engineer, Intel Corporation http://blog.ffwll.ch
-- Daniel Vetter Software Engineer, Intel Corporation http://blog.ffwll.ch