On 8/18/2026 7:27 PM, Akihiko Odaki wrote:
On 2026/08/18 17:53, Huang, Honglei wrote:
On 8/18/2026 3:50 PM, Akihiko Odaki wrote:
On 2026/08/18 13:26, Huang, Honglei wrote:
On 8/18/2026 12:05 PM, Akihiko Odaki wrote:
On 2026/08/18 11:50, Huang, Honglei wrote:
On 8/18/2026 12:29 AM, Akihiko Odaki wrote:
On 2026/08/17 22:44, Huang, Honglei wrote:
On 8/17/2026 7:44 PM, Akihiko Odaki wrote:
On 2026/08/17 12:19, Huang, Honglei wrote:
Hi Michael, Alex, Dmitry, Akihiko,
Hi Honglei,
I'm bringing AMD GPU compute ROCm based on virtio. I posted a
ROCm over virtio
implementation to virglrenderer nine months ago (MR !1568
[1]). The ROCm side has
been supportted by ROCm offical.
Current implementation is a virtio gpu context type capset
handled inside
virglrenderer, sharing the display path. That's an awkward
fit, many
compute GPUs have no display engine at all.
I think "sharing the display path" conflates several layers and
makes the problem difficult to assess. It would help to
identify the concrete constraint behind "awkward fit."
End-to-end, there are four relevant layers:
1. Host GPU stack: hardware, host kernel, and host userspace
2. Paravirtualization stack: virglrenderer and QEMU
Yes we are asking can we add a new file like virtio-gpu specific
for compute, but maybe we can only add a new backend like
virglrenderer specific for compute.
3. Host/guest interface: virtio and the capset-specific command
stream
In this plan we may need just add a capset id.
4. Guest GPU stack: guest kernel and guest userspace
Won't modify the guest kernel in this plan, this email list.
Orthogonally, acceleration is separate from display and scanout. A
physical device may provide both, but acceleration does not
require a
display engine. Linux likewise exposes render and compute
interfaces
separately from modesetting. The userspace interface
virglrenderer uses is messy; there is Vulkan, EGL, OpenGL, and
now you are adding ROCm. But there is one thing I must note is
that acceleration and display is decoupled, and acceleration
does not require display.
Yes totally agreed.
At the protocol layer, context command buffers are carried by
VIRTIO_GPU_CMD_SUBMIT_3D. Scanout uses separate core virtio-gpu
commands, and VIRTIO_GPU_CMD_GET_DISPLAY_INFO may report no
enabled displays. At the implementation layer, QEMU handles
scanout presentation. virgl_cmd_set_scanout() obtains resource
information through virgl_renderer_resource_get_info() or
virgl_renderer_resource_get_info_ext(). That does not make
scanout a virglrenderer-owned display path.
Yes, agreed.
Therefore, if "sharing the display path" means sharing the same
device, control queue, and QEMU execution context, that
identifies a possible source of contention. If it means that
capsets or virglrenderer are inherently tied to display, I do
not think that is accurate. Vulkan compute is already used
through Venus with libkrun [2], and VCL proposes OpenCL support
through virglrenderer [3].
Yes,but the vulkan is for GFX originally, and for some formal
AI frame work like pytorch, it's support is limited, and it
performance is lower than ROCm, and vulkan also lacks many AI
infrastructure, like composable kernel.
And for virCL, actually it is came from same project with ROCm
native context, but the original author didn't continue to
support it, they handed it over to someone else to take over.
And in the first version of
virCL, it didn't pass the test of actual projects.
And it seems like virCL didn't upstream into virglrenderer also,
correct me if I am wrong.
I cited Venus and VCL only as examples showing that virtio-gpu and
virglrenderer are not intrinsically tied to display. I did not
suggest
either as a substitute for ROCm.
Beyond that, sharing the display path is increasingly painful:
- Compute hammers the queues more than graphics, so sharing
virtio gpu's single control queue with display/virgl
causes contention
and display stutter.
All non-cursor commands do share one control queue, but a fence
avoids serialization.
yes, agreed.
There may still be implementation-level contention, and it is not
necessarily specific to compute. A sufficiently busy graphics
workload
could expose the same bottlenecks. Possible contributors in
current QEMU
include:
a) qemu_console_hw_gl_block() blocks the entire queue when QEMU
only
needs to fence scanout commands.
Yes, agreed.
b) virtio_gpu_virgl_unmap_resource_blob() may also block the
entire
queue just to delay one command.
Yes, but it is seems like it is must, someone else in AMD tried
to use async method to relase blob, but it failed to consistency
issue, then
reverted to sync version.
Queue-wide suspension is not inherently required. Commit
4eb0aace85f5 ("virtio-gpu: Support mapping hostmem blobs with
map_fixed") added a path that avoids per-blob MemoryRegion
teardown when virgl_renderer_resource_map_fixed() succeeds. The
remaining path is also being improved with:
https://lore.kernel.org/qemu-devel/20260424-force_rcu-v4-0-
[email protected]/
("[PATCH v4 0/6] virtio-gpu: Force RCU when unmapping blob")
Thanks. force_rcu is a clean fix for the RCU-reclamation part, but
it still keeps the unmap synchronous and serial.
c) QEMU dispatches the control queue and calls into
virglrenderer from
its main-loop thread along with display work and many other
things.
Venus's render server can offload renderer work, but
control- queue
dispatch remains in QEMU's main loop.
Yes, we did some async optimization in ROCm context, but its
effectiveness is limited, see bellow.
In any case, I think you need to do some experiments to track
down the real cause. a) is easy to check: just comment out all
qemu_console_hw_gl_block() calls; it may corrupt display but
removes the blocking. b) can also be tested by leaking the
mappings instead of blocking the whole queue. Using a different
display device like qxl tells whether c) is causing contention.
Yes, totally agreed. following is my findings. In short words:
Optimization can reduce queue pressure, but it can't withstand
absolute overload because each command has some overhead. Making
all commands asynchronous would lead to a debugging hell about
asynchronous issues.
And we have high load applications rocmprofiler that
continuously catch information need virtio queue to handle. But
create a new backend can not solve it simply, we are trying to
find a way. like shmem between guest and host, then use cpu
polling, bypass the virtqueue.
Most commands are fast on the CPU side, while heavy processing
happens asynchronously on the GPU. Cases (a) and (b) are exceptions.
The load is mostly memory management. Running an AI model
allocates and frees a large number of blobs. We already did some
optimization release them asynchronously, but the host
processing is a single queue one
process_cmdq, this is where the main bottleneck in my debugging
work / my understanding so far. I'm not certain it's the whole
picture, so please correct if I am wrong.
A model load or unload frees a large batch of BOs and allocates
another. Some of those commands are async in the virtio-gpu
guest driver, but QEMU still has to work through them on the one
queue, which takes time; so even though any single command is
quick, there are simply too many of them, the single queue backs
up, and everything behind it, gets delayed.
real work load (a few downstream customisations): loading one 16
GB model (gemm4 e4b), drives ~1200 blob creates, a burst of
~1400 resource frees at teardown, ~3700 submits and ~6000
virtqueue notifies, caused a 22 s guest soft lockup. And the
behavior of memory operations are controlled by upper layer like
pytorch / HIP / runtime,
we can not control it.
To be honest, a separate backend won't fix this. But the real
solution maybe is compute specific. That logic is only useful to
the compute path, and folding it into the shared display
device / renderer would mean churning code that is mature and
stable for graphics, with regression risk. Keeping compute on
its own instance and backend lets us iterate on these compute
only optimisations.
A 22-second lockup is too long for those command counts.
The most probable explanation I have is that the ROCm integration
blocks QEMU's main loop thread while synchronously waiting for
GPU execution. Creating separate devices won't resolve this
because the main loop thread is shared, and synchronously waiting
on the GPU should be avoided in the first place.
No synchronously waiting in ROCm backend, we are using user queue,
and event waiting, no sync operation in CMD wait. all the resource
release in ROCm are all async now.
Only the sync thing is memory thing mapping/unmapping in qemu, as
long as it remains synchronous, it will be overwhelmed by the
massive number of requests.
Mapping and unmapping should not block QEMU's main-loop thread for
that
long. The command counts you reported are relatively small. That is
why
I suspect something else went wrong, such as the main-loop thread
being
inadvertently blocked while waiting for the GPU.
Will investigate it.
In any case, profiling is necessary before touching the
implementation.
- Compute contexts need far more blob / shared memory than
a display one.
It is not a problem by itself. Frequent mapping and unmapping
might amplify the second issue above, but that needs to be
measured.
Yes, agreed. I can give more detailed information.
- Maybe needs a wider ROCm / compute stack, cause the
render model fits poorly:
rocprofiler (PC sampling, SQTT/SPM, counters, high
bandwidth streams)
and ROCgdb (wave control, address watch, async exceptions an
out of band channel that must not block display).
virglrenderer does not impose a particular render model. That's
why Vulkan Compute just works with Venus.
Yes but vulkan is used for GFX initally. And can not support
many AI application.>
- Events, faults and GPU reset/SMI are async and don't map
onto fences.> - All of this is hard to extend cleanly
inside a display capset.
Capset is not about display but determines the protocol of the
VIRTIO_GPU_CMD_SUBMIT_3D command stream. You have described
events, faults and GPU reset/SMI are async don't map onto
fences that may be associated with VIRTIO_GPU_CMD_SUBMIT_3D
which is dictated by capset. An additional feature may be
necessary, and it may or may not be dictated by capset. The
other things are irrelevant with the protocol capset
represents; they are either behavioral or about different
commands.
A fence is the one shot, but event is stateful and repeatable.
That may or may not be tied to capset. Agreed.
On the QEMU/host side, would something like this be OK? One
step, two parts:
- a dedicated headless virtio gpu instance for compute.
A second device would isolate its virtqueues and device-wide
renderer_blocked state. That may be useful if measurements show
that
these are the bottlenecks, but it is not yet clear that they
are or that
a second device is the appropriate solution.
- that instance served by a separate ROCm backend library
loaded
in-process by QEMU.
First, I think we need to establish why ROCm cannot or should
not remain
in virglrenderer. The virglrenderer, Venus, and VCL maintainers
are
likely better placed to advise on that boundary. Once the protocol
requirements and performance measurements are clear, we can
assess the
appropriate QEMU integration.
venus is borned for GFX.
virCL not merged.
To be clear, I'm not saying virglrenderer can't host a ROCm
native context it clearly can. My hesitation is more about fit
and direction: virglrenderer has grown up around GL/graphics,
and I haven't yet found compute oriented plumbing there to build
on, while ROCm moves very fast and I need something I can keep
current with low friction.
Whether keeping ROCm in virglrenderer would create extra friction
is primarily a question for the virglrenderer maintainers. Its
graphics origins do not by themselves motivate adding a separate
backend interface to QEMU.
Fair. The first draft version in virglrenderer was in May 2024,
and ROCm has gone 5.7 → 7.14 in that window.
One point to note is that virtio-gpu development in QEMU is somewhat
less active. crosvm is the most active user of virglrenderer, and QEMU
sometimes lags behind it. If you are considering moving the ROCm
integration from virglrenderer to QEMU solely because ROCm evolves
rapidly, I do not think that would be a good idea. A rapidly
evolving component is better kept in virglrenderer unless there is
another reason to place it in QEMU.
Actually didn't see something new about compute merged in to
virglrenderer this recently 2 years.
Neither QEMU nor virglrenderer has seen new compute-related additions
in the past two years.
Maybe that is the reason we need a compute specific path? But I think
the VFIO or vDPA are all can be used for compute, they are really
active. We only need a small file for compute, providing the basic
mechanisms, this code will also benefit other computing devices, such
as NPU, I believe there will be more and more computing devices in the
future.
I think this highlights that you are pioneering device-specific
paravirtualization here. Venus demonstrates a vendor-neutral approach,
but it didn't get compute-specific plumbing simply because Venus didn't
need one. Pushing improvements through virglrenderer will help both
graphics and compute accelerators.
While you have regularly updated the merge request, initiating
discussions around it is necessary to move review forward. Open-
source projects like QEMU and virglrenderer need proactive driving to
complete reviews. Simply shifting the ROCm integration to QEMU will
not resolve this bottleneck.
Yes I have actively promoted it, but I haven't received substantial
reviews regarding virtio gpu userptr and virglrenderer. Hard to make
MR move forward without a substantial review. So I am finding a
another way.
I don't see recent engagement on the MR. Reaching out publicly on the MR
would be a good way to show that you are actively driving it forward.
Besides, looking at the "Architecture Components" in the description,
most of them haven't been merged yet. The virglrenderer code cannot
be merged in its current state, so focusing on those dependencies
first is essential.
Yes, I must admit that most of them not merged.
But actually for para virtualization those components are need merged
together because they are closely connected.
However, taking a naive approach can lead to a chicken-and-egg
problem: component maintainers want the virglrenderer side stabilized
first, while virglrenderer maintainers want the component side
stabilized. To break this deadlock, I suggest seeking consensus on
the interfaces before completing the implementation. Once an
interface agreement is reached, changes to each component can land
independently:
I've seen amdgpu native context (for GFX) and msm native context
merged quickly. And actually ROCm native context is using the same
method. That's why I think this is a problem of direction.
It is understandable that those merged more quickly given the state of
the "Architecture Components" mentioned earlier. For both the amdgpu and
msm native contexts, the UAPI was already in place, allowing those
changes to be reviewed and merged in isolation.
- virtio interface: I raised a concern regarding the interface [1][2]
that needs to be addressed.
I'm open to any feedback from the virtio maintainer, but since it's
really just you and me discussing this, I can immediately modify your
proposal if the maintainer agrees.
A pattern sometimes I observe is that maintainers often skip patches
with unaddressed discussion items. Updating the code to resolve known
feedback often serves as a good trigger to draw in new reviewers.
- amdkfd patches: There are interface-level concerns [3] that still need
resolution.
We have a another solution to solve it, it is already done in
virglrender.
- ROCm runtime: The description lists this as "90% complete," but the
linked pull requests were closed due to inactivity. They need to be
reopened and seek for a consensus on its interface.
It was completed using another PR, so it was closed.
These are great news. I suggest updating the MR description then so that
potential reviewers can see the progress.
Thanks Akihiko, appreciate the detailed review and the process guidance.
Let me clarify the requirements about the compute specific path is from
the actual project requirements and the current stack actually behaves.
- Isolation is necessary, not a preference.
If compute stays on the GFX path, GFX, ROCm compute and NPU compute and
any other custom ASIC all all through one virtio-gpu control queue. We
already see severe stutter from compute at only light tomoderate load,
and we've verified it affects gfx. Customer workloads are not
predictable, cannot assume a benign load and once several compute
devices are stacked alongside gfx on a single queue, the behaviour under
real load is anyone's guess. Just as important: when something does go
wrong, a single queue mixing multiple devices is extremely hard to
decouple and debug. A dedicated path provides pressure relief, workload
isolation, clean code decoupling, independent debuggability, and
independent evolution.
- Fit: much of this hardware has no display at all.
Many compute accelerators have no scanout and no 3D. Hosting them in
virglrenderer brings no benefit, the name itself, virgl, says it was
built for GL, and I don't see anything on its roadmap serving compute.
As high density compute becomes common it will need substantial
infrastructure of its own and a more aggressive design tuned for high
load. Venus works well as a vendor neutral abstraction, but we need
native, hardware-specific compute; "improvements through virglrenderer
help both" only holds if there is compute plumbing to improve, and there
isn't.
- Velocity and ecosystem.
Some compute devices are already taking their own path rather than
sharing the GFX one. We've maintain a private virgl branch for over two
years. ROCm moves fast, and to keep pace the integration needs to live
with ROCm and share its CI and infrastructure. A compute specific path
is what lets us track that pace.
To be direct about the driver: separating compute from graphics is a
real project requirement, coming from our customers' real time
constraints and our architects' direction (I just work here). not a code
placement preference on my part. And we cannot assume future compute
needs will stay close to what virglrenderer provides today.
We only need a small, self-contained piece to provide the basic
mechanisms; that same code benefits other compute devices, NPUs
included, and I expect there will be more and more of them. We'll keep
the virglrenderer MR open and update its description, but in all honesty
I can't say how far the design will end up diverging from that version
as it evolves to meet the actual project requirements.
Thanks again for the discussion.
Regards,
Honglei
Regards,
Akihiko Odaki