On Fri, Oct 7, 2011 at 10:00 AM, Thomas Hellstrom <tho...@shipmail.org> wrote:
> OK. First I think we need to make a distinction: bo sync objects vs driver
> fences. The bo sync obj api is there to strictly provide functionality that
> the ttm bo subsystem is using, and that follows a simple set of rules:
>
> 1) the bo subsystem does never assume sync objects are ordered. That means
> the bo subsystem needs to wait on a sync object before removing it from a
> buffer. Any other assumption is buggy and must be fixed. BUT, if that
> assumption takes place in the driver unknowingly from the ttm bo subsystem
> (which is usually the case), it's OK.
>
> 2) When the sync object(s) attached to the bo are signaled the ttm bo
> subsystem is free to copy the bo contents and to unbind the bo.
>
> 3) The ttm bo system allows sync objects to be signaled in different ways
> opaque to the subsystem using sync_obj_arg. The driver is responsible for
> setting up that argument.
>
> 4) Driver fences may be used for or expose other functionality or adaptions
> to APIs as long as the sync obj api exported to the bo sybsystem follows the
> above rules.
>
> This means the following w r t the patch.
>
> A) it violates 1). This is a bug that must be fixed. Assumptions that if one
> sync object is singnaled, another sync object is also signaled must be done
> in the driver and not in the bo subsystem. Hence we need to explicitly wait
> for a fence to remove it from the bo.
>
> B) the sync_obj_arg carries *per-sync-obj* information on how it should be
> signaled. If we need to attach multiple sync objects to a buffer object, we
> also need multiple sync_obj_args. This is a bug and needs to be fixed.
>
> C) There is really only one reason that the ttm bo subsystem should care
> about multiple sync objects, and that is because the driver can't order them
> efficiently. A such example would be hardware with multiple pipes reading
> simultaneously from the same texture buffer. Currently we don't support this
> so only the *last* sync object needs to be know by the bo subsystem. Keeping
> track of multiple fences generates a lot of completely unnecessary code in
> the ttm_bo_util file, the ttm_bo_vm file, and will be a nightmare if / when
> we truly support pipelined moves.
>
> As I understand it from your patches, you want to keep multiple fences
> around only to track rendering history. If we want to do that generically, i
> suggest doing it in the execbuf util code in the following way:
>
> struct ttm_eu_rendering_history {
>    void *last_read_sync_obj;
>    void *last_read_sync_obj_arg;
>    void *last_write_sync_obj;
>    void *last_write_sync_obj_arg;
> }
>
> Embed this structure in the radeon_bo, and build a small api around it,
> including *optionally* passing it to the existing execbuf utilities, and you
> should be done. The bo_util code and bo_vm code doesn't care about the
> rendering history. Only that the bo is completely idle.
>
> Note also that when an accelerated bo move is scheduled, the driver needs to
> update this struct

OK, sounds good. I'll fix what should be fixed and send a patch when
it's ready. I am now not so sure whether doing this generically is a
good idea. :)

Marek
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