Swapbuffers [was: Re: DRI2 and lock-less operation]
Kristian Høgsberg wrote: On Nov 27, 2007 11:48 AM, Stephane Marchesin [EMAIL PROTECTED] wrote: On 11/22/07, Kristian Høgsberg [EMAIL PROTECTED] wrote: ... It's all delightfully simple, but I'm starting to reconsider whether the lockless bullet point is realistic. Note, the drawable lock is gone, we always render to private back buffers and do swap buffers in the kernel, so I'm only concerned with the DRI lock here. The idea is that since we have the memory manager and the super-ioctl and the X server now can push cliprects into the kernel in one atomic operation, we would be able to get rid of the DRI lock. My overall question, here is, is that feasible? How do you plan to ensure that X didn't change the cliprects after you emitted them to the DRM ? The idea was that the buffer swap happens in the kernel, triggered by an ioctl. The kernel generates the command stream to execute the swap against the current set of cliprects. The back buffers are always private so the cliprects only come into play when copying from the back buffer to the front buffer. Single buffered visuals are secretly double buffered and implemented the same way. I'm trying to figure now whether it makes more sense to keep cliprects and swapbuffer out of the kernel, which wouldn't change the above much, except the swapbuffer case. I described the idea for swapbuffer in this case in my reply to Thomas: the X server publishes cliprects to the clients through a shared ring buffer, and clients parse the clip rect changes out of this buffer as they need it. When posting a swap buffer request, the buffer head should be included in the super-ioctl so that the kernel can reject stale requests. When that happens, the client must parse the new cliprect info and resubmit an updated swap buffer request. In my ideal world, the entity which knows and cares about cliprects should be the one that does the swapbuffers, or at least is in control of the process. That entity is the X server. Instead of tying ourselves into knots trying to figure out how to get some other entity a sufficiently up-to-date set of cliprects to make this work (which is what was wrong with DRI 1.0), maybe we should try and figure out how to get the X server to efficiently orchestrate swapbuffers. In particular it seems like we have: 1) The X server knows about cliprects. 2) The kernel knows about IRQ reception. 3) The kernel knows how to submit rendering commands to hardware. 4) Userspace is where we want to craft rendering commands. Given the above, what do we think about swapbuffers: a) Swapbuffers is a rendering command b) which depends on cliprect information c) that needs to be fired as soon as possible after an IRQ receipt. So: swapbuffers should be crafted from userspace (a, 4) ... by the X server (b, 1) ... and should be actually fired by the kernel (c, 2, 3) I propose something like: 0) 3D client submits rendering to the kernel and receives back a fence. 1) 3D client wants to do swapbuffers. It sends a message to the X server asking it please do me a swapbuffers after this fence has completed. 2) X server crafts (somehow) commands implementing swapbuffers for this drawable under the current set of cliprects and passes it to the kernel along with the fence. 3) The kernel keeps that batchbuffer to the side until a) the commands associated with the fence have been submitted to hardware. b) the next vblank IRQ arrives. when both of these are true, the kernel simply submits the prepared swapbuffer commands through the lowest latency path to hardware. But what happens if the cliprects change? The 100% perfect solution looks like: The X server knows all about cliprect changes, and can use fences or other mechanisms to keep track of which swapbuffers are outstanding. At the time of a cliprect change, it must create new swapbuffer commandsets for all pending swapbuffers and re-submit those to the kernel. These new sets of commands must be tied to the progress of the X server's own rendering command stream so that the kernel fires the appropriate one to land the swapbuffers to the correct destination as the X server's own rendering flies by. In the simplest case, where the kernel puts commands onto the one true ring as it receives them, the kernel can simply discard the old swapbuffer command. Indeed this is true also if the kernel has a ring-per-context and uses one of those rings to serialize the X server rendering and swapbuffers commands. Note that condition 3a) above is always true in the current i915.o one-true-ring/single-fifo approach to hardware serialization. I think the above can work and seems more straight-forward than many of the proposed alternatives. Keith - SF.Net email is sponsored by: The Future of Linux Business White Paper from
Re: Swapbuffers [was: Re: DRI2 and lock-less operation]
On 11/28/07, Keith Whitwell [EMAIL PROTECTED] wrote: In my ideal world, the entity which knows and cares about cliprects should be the one that does the swapbuffers, or at least is in control of the process. That entity is the X server. Instead of tying ourselves into knots trying to figure out how to get some other entity a sufficiently up-to-date set of cliprects to make this work (which is what was wrong with DRI 1.0), maybe we should try and figure out how to get the X server to efficiently orchestrate swapbuffers. In particular it seems like we have: 1) The X server knows about cliprects. 2) The kernel knows about IRQ reception. 3) The kernel knows how to submit rendering commands to hardware. 4) Userspace is where we want to craft rendering commands. Given the above, what do we think about swapbuffers: a) Swapbuffers is a rendering command b) which depends on cliprect information c) that needs to be fired as soon as possible after an IRQ receipt. So: swapbuffers should be crafted from userspace (a, 4) ... by the X server (b, 1) ... and should be actually fired by the kernel (c, 2, 3) Well, on nvidia hw, you don't even need to fire from the kernel (thanks to a special fifo command that waits for vsync). So I'd love it if going through the kernel for swapbuffers was abstracted by the interface. I propose something like: 0) 3D client submits rendering to the kernel and receives back a fence. 1) 3D client wants to do swapbuffers. It sends a message to the X server asking it please do me a swapbuffers after this fence has completed. 2) X server crafts (somehow) commands implementing swapbuffers for this drawable under the current set of cliprects and passes it to the kernel along with the fence. 3) The kernel keeps that batchbuffer to the side until a) the commands associated with the fence have been submitted to hardware. b) the next vblank IRQ arrives. when both of these are true, the kernel simply submits the prepared swapbuffer commands through the lowest latency path to hardware. But what happens if the cliprects change? The 100% perfect solution looks like: The X server knows all about cliprect changes, and can use fences or other mechanisms to keep track of which swapbuffers are outstanding. At the time of a cliprect change, it must create new swapbuffer commandsets for all pending swapbuffers and re-submit those to the kernel. These new sets of commands must be tied to the progress of the X server's own rendering command stream so that the kernel fires the appropriate one to land the swapbuffers to the correct destination as the X server's own rendering flies by. Yes that was the basis for my thinking as well. By inserting the swapbuffers into the normal flow of X commands, we remove the need for syncing with the X server at swapbuffer time. In the simplest case, where the kernel puts commands onto the one true ring as it receives them, the kernel can simply discard the old swapbuffer command. Indeed this is true also if the kernel has a ring-per-context and uses one of those rings to serialize the X server rendering and swapbuffers commands. Come on, admit that's a hack to get 100'000 fps in glxgears :) Note that condition 3a) above is always true in the current i915.o one-true-ring/single-fifo approach to hardware serialization. Yes, I think those details of how to wait should be left driver-dependent and abstracted in user space. So that we have the choice of calling the kernel, doing it from user space only, relying on a single fifo or whatever. I think the above can work and seems more straight-forward than many of the proposed alternatives. This is what I want to do too. Especially since in the nvidia case we don't have the issue of routing vblank interrupts to user space for that. So, the only issue I'm worried about is the latency induced by this approach. When the DRM does the swaps you can ensure it'll get executed pretty fast. If X has been stuffing piles of commands into its command buffer, it might not be so fast. What this means is that 3D might be slowed down by 2D rendering (think especially of the case of EXA fallbacks which will sync your fifo). In that case, ensuring a no-fallback EXA would become relevant in achieving smooth 3D performance. But at least it solves the issue of sluggish OpenGL window moves and resizes (/me looks at the nvidia binary driver behaviour). Stephane - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4-- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net
Re: Swapbuffers [was: Re: DRI2 and lock-less operation]
Stephane Marchesin wrote: On 11/28/07, *Keith Whitwell* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: In my ideal world, the entity which knows and cares about cliprects should be the one that does the swapbuffers, or at least is in control of the process. That entity is the X server. Instead of tying ourselves into knots trying to figure out how to get some other entity a sufficiently up-to-date set of cliprects to make this work (which is what was wrong with DRI 1.0), maybe we should try and figure out how to get the X server to efficiently orchestrate swapbuffers. In particular it seems like we have: 1) The X server knows about cliprects. 2) The kernel knows about IRQ reception. 3) The kernel knows how to submit rendering commands to hardware. 4) Userspace is where we want to craft rendering commands. Given the above, what do we think about swapbuffers: a) Swapbuffers is a rendering command b) which depends on cliprect information c) that needs to be fired as soon as possible after an IRQ receipt. So: swapbuffers should be crafted from userspace (a, 4) ... by the X server (b, 1) ... and should be actually fired by the kernel (c, 2, 3) Well, on nvidia hw, you don't even need to fire from the kernel (thanks to a special fifo command that waits for vsync). So I'd love it if going through the kernel for swapbuffers was abstracted by the interface. As I suggested elsewhere, I think that you're probably going to need this even on nvidia hardware. I propose something like: 0) 3D client submits rendering to the kernel and receives back a fence. 1) 3D client wants to do swapbuffers. It sends a message to the X server asking it please do me a swapbuffers after this fence has completed. 2) X server crafts (somehow) commands implementing swapbuffers for this drawable under the current set of cliprects and passes it to the kernel along with the fence. 3) The kernel keeps that batchbuffer to the side until a) the commands associated with the fence have been submitted to hardware. b) the next vblank IRQ arrives. when both of these are true, the kernel simply submits the prepared swapbuffer commands through the lowest latency path to hardware. But what happens if the cliprects change? The 100% perfect solution looks like: The X server knows all about cliprect changes, and can use fences or other mechanisms to keep track of which swapbuffers are outstanding. At the time of a cliprect change, it must create new swapbuffer commandsets for all pending swapbuffers and re-submit those to the kernel. These new sets of commands must be tied to the progress of the X server's own rendering command stream so that the kernel fires the appropriate one to land the swapbuffers to the correct destination as the X server's own rendering flies by. Yes that was the basis for my thinking as well. By inserting the swapbuffers into the normal flow of X commands, we remove the need for syncing with the X server at swapbuffer time. The very simplest way would be just to have the X server queue it up like normal blits and not even involve the kernel. I'm not proposing this. I believe such an approach will fail for the sync-to-vblank case due to latency issues - even (I suspect) with hardware-wait-for-vblank. Rather, I'm describing a mechanism that allows a pre-prepared swapbuffer command to be injected into the X command stream (one way or another) with the guarantee that it will encode the correct cliprects, but which will avoid stalling the command queue in the meantime. In the simplest case, where the kernel puts commands onto the one true ring as it receives them, the kernel can simply discard the old swapbuffer command. Indeed this is true also if the kernel has a ring-per-context and uses one of those rings to serialize the X server rendering and swapbuffers commands. Come on, admit that's a hack to get 100'000 fps in glxgears :) I'm not talking about discarding the whole swap operation, just the version of the swap command buffer that pertained to the old cliprects. Every swap is still being performed. You do raise a good point though -- we currently throttle the 3d driver based on swapbuffer fences. There would need to be some equivalent mechanism to achieve this. Note that condition 3a) above is always true in the current i915.o one-true-ring/single-fifo approach to hardware serialization. Yes, I think those details of how to wait should be left driver-dependent and abstracted in user space. So that we have the choice of calling the kernel, doing it from user space only, relying on a single fifo or
Re: Swapbuffers [was: Re: DRI2 and lock-less operation]
On Wed, Nov 28, 2007 at 12:43:18PM +0100, Stephane Marchesin wrote: This is what I want to do too. Especially since in the nvidia case we don't have the issue of routing vblank interrupts to user space for that. So, the only issue I'm worried about is the latency induced by this approach. When the DRM does the swaps you can ensure it'll get executed pretty fast. If X has been stuffing piles of commands into its command buffer, it might not be so fast. What this means is that 3D might be slowed down by 2D rendering (think especially of the case of EXA fallbacks which will sync your fifo). In that case, ensuring a no-fallback EXA would become relevant in achieving smooth 3D performance. But at least it solves the issue of sluggish OpenGL window moves and resizes (/me looks at the nvidia binary driver behaviour). Stephane I likely got problem with my mail as i think my previous mail didn't get through. Anyway i am all for having X server responsible for swapping buffer. For solving a part of the above problem we might have two context (fifo) for X server: one for X drawing, one for X swapping buffer. The swap context (fifo) is a top priority things and should preempt others context (fifo). An outcome of this is that we might like a simple gpu scheduler for such case (and maybe other in the future) but obviously such scheduler will be highly hw dependent. Cheers, Jerome Glisse - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel