Am 24.06.21 um 19:43 schrieb Daniel Vetter:
On Thu, Jun 24, 2021 at 7:38 PM Christian König
<christian.koe...@amd.com> wrote:
Am 24.06.21 um 19:29 schrieb Daniel Vetter:
On Thu, Jun 24, 2021 at 07:03:10PM +0200, Christian König wrote:
Am 24.06.21 um 16:00 schrieb Daniel Vetter:
This is essentially part of drm_sched_dependency_optimized(), which
only amdgpu seems to make use of. Use it a bit more.
Signed-off-by: Daniel Vetter <daniel.vet...@intel.com>
Cc: "Christian König" <christian.koe...@amd.com>
Cc: Daniel Vetter <daniel.vet...@ffwll.ch>
Cc: Luben Tuikov <luben.tui...@amd.com>
Cc: Andrey Grodzovsky <andrey.grodzov...@amd.com>
Cc: Alex Deucher <alexander.deuc...@amd.com>
Cc: Jack Zhang <jack.zha...@amd.com>
---
drivers/gpu/drm/scheduler/sched_main.c | 7 +++++++
1 file changed, 7 insertions(+)
diff --git a/drivers/gpu/drm/scheduler/sched_main.c
b/drivers/gpu/drm/scheduler/sched_main.c
index 370c336d383f..c31d7cf7df74 100644
--- a/drivers/gpu/drm/scheduler/sched_main.c
+++ b/drivers/gpu/drm/scheduler/sched_main.c
@@ -649,6 +649,13 @@ int drm_sched_job_await_fence(struct drm_sched_job *job,
if (!fence)
return 0;
+ /* if it's a fence from us it's guaranteed to be earlier */
+ if (fence->context == job->entity->fence_context ||
+ fence->context == job->entity->fence_context + 1) {
+ dma_fence_put(fence);
+ return 0;
+ }
+
Well NAK. That would break Vulkan.
I'm assuming your reply means the NAK is retracted and was just the
usual "this doesn't perfectly fit for amdgpu" reflex?
Well rather "NAK, you haven't considered that special handling in amdgpu
and if you really want to unify this you need that as well."
The problem is that Vulkan can insert dependencies between jobs which run on
the same queue.
So we need to track those as well and if the previous job for the same
queue/scheduler is not yet finished a pipeline synchronization needs to be
inserted.
That's one of the reasons we wasn't able to unify the dependency handling
yet.
That sounds like an extremely amdgpu specific constraint?
Yeah, that's totally hardware specific.
It's just that I don't know how else we could track that without having
the same separation as in amdgpu between implicit and explicit fences.
And as far as I understand it that's exactly what you want to avoid.
As I said this turned out to be really awkward.
You're also the
only one who keeps track of whether the previous job we've scheduled has
finished already (I guess they can get pipelined and you don't flush by
default), so you insert fences.
Yes, exactly that.
I guess we can add a await_fence_no_dedup or so for amdgpu, but I'm not
sure why we have to inflict this design constraint on all other drivers?
At least I'm not seeing anything in lima, panfrost, v3d or entaviv that
would break with this, and i915 will also be perfectly fine.
Also note: I'm not using this for amdgpu, exactly because there's a few
funny things going on.
Yeah, exactly the reason why we never unified this.
Yeah there's clear limits to this, because you also can't use the
await_implicit helper, because you have to keep filtering for owner or
the current amdgpu uapi goes horribly slow. I think the benefit would
be just that we could share the datastructure and the book-keeping,
but aside from that you'd need your own integration in amdgpu.
Yeah, but that is trivial. The _add_dependency() function (or however we
want to call it) needs to be exported anyway for adding fences from
syncfile and syncobj.
Or do you also want to unify the handling for those?
One idea I just had was whether we could use the tag bits xarray has
for the amdgpu purposed. Like we could do a
drm_sched_job_await_fence_tagged, where you supply additional
information (like the "this might be relevant for the vm_flush" and
things like that). Afaiui xarray tags are very fast to enumerate on if
you're looking for specific tags, but I might be wrong. Ideally this
would avoid the need for the duplicated amdgpu_job->sched.
That could work.
Essentially we just need the information from the scheduler which is the
last fence which was dependency optimized.
In other words when you push jobs like those to the same scheduler
J1
J2 -> depends on J1.
J3 -> depends on whatever, but not j2
The hardware needs to insert a flush between J2 and J1, but not between
j3 and j2.
This makes roughly 19% performance difference for some OpenGL games and
incorrect rendering for Vulkan if you mess it up either way or the other.
Regards,
Christian.
Cheers, Daniel
Regards,
Christian.
Finally: You _really_ need explicit dependency handling for vulkan in your
uapi, instead of the kernel second-guessing what userspace might be doing.
That's really not how vulkan is designed to work :-)
Cheers, Daniel
Christian.
/* Deduplicate if we already depend on a fence from the same context.
* This lets the size of the array of deps scale with the number of
* engines involved, rather than the number of BOs.