On 7/25/23 18:16, Faith Ekstrand wrote:
On Mon, Jul 24, 2023 at 9:04 PM Danilo Krummrich <d...@redhat.com <mailto:d...@redhat.com>> wrote:

    On 7/22/23 17:12, Faith Ekstrand wrote:
     > On Wed, Jul 19, 2023 at 7:15 PM Danilo Krummrich <d...@redhat.com
    <mailto:d...@redhat.com>
     > <mailto:d...@redhat.com <mailto:d...@redhat.com>>> wrote:
     >
     >     This commit provides the implementation for the new uapi
    motivated
     >     by the
     >     Vulkan API. It allows user mode drivers (UMDs) to:
     >
     >     1) Initialize a GPU virtual address (VA) space via the new
     >         DRM_IOCTL_NOUVEAU_VM_INIT ioctl for UMDs to specify the
    portion
     >     of VA
     >         space managed by the kernel and userspace, respectively.
     >
     >     2) Allocate and free a VA space region as well as bind and
    unbind memory
     >         to the GPUs VA space via the new
    DRM_IOCTL_NOUVEAU_VM_BIND ioctl.
     >         UMDs can request the named operations to be processed either
     >         synchronously or asynchronously. It supports DRM syncobjs
     >         (incl. timelines) as synchronization mechanism. The
    management
     >     of the
     >         GPU VA mappings is implemented with the DRM GPU VA manager.
     >
     >     3) Execute push buffers with the new DRM_IOCTL_NOUVEAU_EXEC
    ioctl. The
     >         execution happens asynchronously. It supports DRM syncobj
    (incl.
     >         timelines) as synchronization mechanism. DRM GEM object
    locking is
     >         handled with drm_exec.
     >
     >     Both, DRM_IOCTL_NOUVEAU_VM_BIND and DRM_IOCTL_NOUVEAU_EXEC,
    use the DRM
     >     GPU scheduler for the asynchronous paths.
     >
     >
     > IDK where the best place to talk about this is but this seems as
    good as
     > any.
     >
     > I've been looking into why the Vulkan CTS runs about 2x slower
    for me on
     > the new UAPI and I created a little benchmark to facilitate testing:
     >
     > https://gitlab.freedesktop.org/mesa/crucible/-/merge_requests/141
    <https://gitlab.freedesktop.org/mesa/crucible/-/merge_requests/141>
     >
    <https://gitlab.freedesktop.org/mesa/crucible/-/merge_requests/141
    <https://gitlab.freedesktop.org/mesa/crucible/-/merge_requests/141>>
     >
     > The test, roughly, does the following:
     >   1. Allocates and binds 1000 BOs
     >   2. Constructs a pushbuf that executes a no-op compute shader.
     >   3. Does a single EXEC/wait combo to warm up the kernel
     >   4. Loops 10,000 times, doing SYNCOBJ_RESET (fast), EXEC, and then
     > SYNCOBJ_WAIT and times the loop
     >
     > Of course, there's a bit of userspace driver overhead but that's
     > negledgable.
     >
     > If you drop the top patch which allocates 1k buffers, the submit
    time on
     > the old uAPI is 54 us/exec vs. 66 us/exec on the new UAPI. This
    includes
     > the time to do a SYNCOBJ_RESET (fast), EXEC, and SYNCOBJ_WAIT.The
    Intel
     > driver, by comparison, is 33us/exec so it's not syncobj overhead.
    This
     > is a bit concerning (you'd think the new thing would be faster)
    but what
     > really has me concerned is the 1k buffer case.
     >
     > If you include the top patch in the crucible MR, it allocates
    1000 BOs
     > and VM_BINDs them. All the binding is done before the warmup EXEC.
     > Suddenly, the submit time jumps to 257 us/exec with the new UAPI.
    The
     > old UAPI is much worse (1134 us/exec) but that's not the point. Once
     > we've done the first EXEC and created our VM bindings, the cost
    per EXEC
     > shouldn't change at all based on the number of BOs bound.  Part
    of the
     > point of VM_BIND is to get all that binding logic and BO walking
    off the
     > EXEC path.
     >
     > Normally, I wouldn't be too worried about a little performance
    problem
     > like this. This is the first implementation and we can improve it
    later.
     > I get that. However, I suspect the solution to this problem involves
     > more UAPI and I want to make sure we have it all before we call
    this all
     > done and dusted and land it.
     >
     > The way AMD solves this problem as well as the new Xe driver for
    Intel
     > is to have a concept of internal vs. external BOs. Basically,
    there's an
     > INTERNAL bit specified somewhere in BO creation that has a few
    userspace
     > implications:
     >   1. In the Xe world where VMs are objects, INTERNAL BOs are
    assigned a
     > VM on creation and can never be bound to any other VM.
     >   2. Any attempt to export an INTERNAL BO via prime or a similar
     > mechanism will fail with -EINVAL (I think?).
     >
     > Inside the kernel driver, all the internal BOs on a VM (or DRM
    file in
     > the case of nouveau/AMD since they don't have VM objects) share a
    single
     > dma_resv which allows you to avoid having to walk lists of BOs
    and take
     > locks on every exec. Instead, you can just look at the fences on the
     > dma_resv for the VM. There's still a BO list associated with the
    VM for
     > external BOs but, in most Vulkan applications, there are less than a
     > half dozen external BOs total.  Meanwhile, the hundreds or
    thousands of
     > BOs used entirely internally to the application basically count
    as one
     > BO when it comes to locking overhead.

    I am aware of that and I have some WIP patches [1] to generalize a
    common dma-resv within the GPUVA manager which basically represents a
    GPU-VM. It also keeps track of external GEM objects and evicted
    objects,
    such that on EXEC we only need to validate objects needing validation,
    rather than all of them. Hence, it should be faster than with Daves
    patch having a common dma-resv only.

    In [1] I also picked up Daves code to allow for noop jobs to be
    submitted as well as the NOUVEAU_GEM_DOMAIN_NO_SHARE flag.

    This seems to work fine with yours and Daves latest mesa work
    (670c301a9845a3fc795fd48a1e6714e75b388245).

    Your crucible bench.submit-latency test goes down to 51us on my machine
    with those patches.

    I am unsure though, if we should aim for a common solution within the
    GPUVA manager directly or if we should do it driver specific in a first
    shot. I discussed this patch with Matt and I know that XE looks for
    having a generalized solution as well. However, it surely needs some
    more care and polish and feedback from other drivers perspective.

    [1]
    https://gitlab.freedesktop.org/nouvelles/kernel/-/tree/new-uapi-drm-next-vm-resv 
<https://gitlab.freedesktop.org/nouvelles/kernel/-/tree/new-uapi-drm-next-vm-resv>

     >
     > I'm not actually trying to dictate kernel driver design here. If one
     > dma_resv doesn't work, fine. I don't care as long as EXEC scales.
     > However, given that the solution in all the other drivers
    involves a BO
     > create flag nouveau doesn't have, we need to either add that or
    prove
     > that we can get EXEC to scale without it.

      From #nouveau:

    <gfxstrand> CTSing now
    <gfxstrand> It looks like it's still going to take 1.5 hours.

    I may have an idea what could be the issue, let me explain.

    Currently, there is a single drm_gpu_scheduler having a
    drm_sched_entity
    per client (for VM_BIND jobs) and a drm_sched_entity per channel (for
    EXEC jobs).

    For VM_BIND jobs the corresponding PT[E]s are allocated before the job
    is pushed to the corresponding drm_sched_entity. The PT[E]s are
    freed by
    the schedulers free() callback pushing work to a single threaded
    workqueue doing the actual free. (We can't do it in the free() callback
    directly, since to free PT[E]s we need to hold a mutex we also need to
    hold while allocating them.)

    Because of how the page table handling in Nouveau is implemented
    currently there are some ordering restrictions when it comes to
    allocating and freeing PT[E]s. For instance, we can't allocate PT[E]s
    for sparse regions before the PT[E]s of previously removed memory
    backed
    mappings *within the same address range* aren't freed. The same applies
    vice versa and for sparse mapping replacing sparse mapping. For memory
    backed mappings (also for those within sparse regions) we do *not* have
    such ordering requirements.

    So, let's assume userspace removes a sparse region A[0x0, 0x8000000]
    and
    asks for a couple of new memory backed mappings within or crossing this
    range; the kernel needs to wait for A not only to be unmapped, but also
    the backing PT[E]s to be freed before it can even allocate the PT[E]s
    for the new memory backed mappings.

    Now, let's have a look what the gpu schedulers main loop does. Before
    picking the next entity to schedule a job for, it tries to fetch the
    first job from the pending_list and checks whether its dma-fence is
    signaled already and whether the job can be cleaned up. Subsequent jobs
    on the pending_list are not taken into consideration. Hence, it might
    well be that the first job on the pending_list isn't signaled yet, but
    subsequent jobs are and hence *could* be cleaned up.

    Normally, this shouldn't be a problem, since we wouldn't really care
    *when* resources are cleaned up as long as they are eventually.
    However,
    with the ordering restrictions the page table handling gives us we
    might
    actually care about the "when".

    For instance, it could happen that the first job on the pending list is
    a rather long running EXEC job (1) scheduled from client A on some
    channel. The next job on the pending list could be a VM_BIND job (2)
    from client B removing a sparse region, which is finished already
    but is
    blocked to be cleaned up until the EXEC job (1) from client A is
    finished and cleaned up. Now, a subsequent VM_BIND job (3) from
    client B
    creating a new memory backed mapping in the same address range as the
    sparse region removed by job (2) would need to wait for (2) to be
    cleaned up. Ultimately, we can expect client B to submit an EXEC job
    that needs to wait for the corresponding mappings to be created, namely
    the VM_BIND job (3).

    Clearly in order to address this we need to rework the page table
    handling in Nouveau to get rid of those ordering restrictions.

    Temporarily, we could also try to run a secondary drm_gpu_scheduler
    instance, one for VM_BINDs and one for EXECs maybe...

    However, I would not expect this to be an issue in real applications,
    especially if mesa takes a little care not to re-use certain address
    space areas right away to avoid running into such wait conditions.

    For parallel VK CTS runs I could imagine that we run into such cases
    from time to time though.


Thanks for the detailed write-up! That would definitely explain it. If I remember, I'll try to do a single-threaded run or two. If your theory is correct, there should be no real perf difference when running single-threaded. Those runs will take a long time, though, so I'll have to run them over night. I'll let you know in a few days once I have the results.

I can also push a separate branch where I just print out a warning whenever we run into such a condition including the time we were waiting for things to complete. I can probably push something later today.


If this theory holds, then I'm not concerned about the performance of the API itself. It would still be good to see if we can find a way to reduce the cross-process drag in the implementation but that's a perf optimization we can do later.

From the kernel side I think the only thing we could really do is to temporarily run a secondary drm_gpu_scheduler instance, one for VM_BINDs and one for EXECs until we got the new page table handling in place.

However, the UMD could avoid such conditions more effectively, since it controls the address space. Namely, avoid re-using the same region of the address space right away in certain cases. For instance, instead of replacing a sparse region A[0x0, 0x4000000] with a larger sparse region B[0x0, 0x8000000], replace it with B'[0x4000000, 0xC000000] if possible.

However, just mentioning this for completeness. The UMD surely shouldn't probably even temporarily work around such a kernel limitation.

Anyway, before doing any of those, let's see if the theory holds and we're actually running into such cases.


Does it actually matter? Yes, it kinda does. No, it probably doesn't matter for games because you're typically only running one game at a time. From a development PoV, however, if it makes CI take longer then that slows down development and that's not good for the users, either.

Fully agree.

- Danilo


~Faith

    - Danilo

     >
     > ~Faith
     >


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