The kernel will know who should touch the implicit-sync semaphore next, and at the same time, the copy of all write requests to the implicit-sync semaphore will be forwarded to the kernel for monitoring and bo_wait. Syncobjs could either use the same monitored access as implicit sync or be completely unmonitored. We haven't decided yet. Syncfiles could either use one of the above or wait for a syncobj to go idle before converting to a syncfile. Marek On Thu, Jun 17, 2021 at 12:48 PM Daniel Vetter wrote: > On Mon, Jun 14, 2021 at 07:13:00PM +0200, Christian König wrote: > > As long as we can figure out who touched to a certain sync object last > that > > would indeed work, yes. > > Don't you need to know who will touch it next, i.e. who is holding up your > fence? Or maybe I'm just again totally confused. > -Daniel > > > > > Christian. > > > > Am 14.06.21 um 19:10 schrieb Marek Olšák: > > > The call to the hw scheduler has a limitation on the size of all > > > parameters combined. I think we can only pass a 32-bit sequence number > > > and a ~16-bit global (per-GPU) syncobj handle in one call and not much > > > else. > > > > > > The syncobj handle can be an element index in a global (per-GPU) > syncobj > > > table and it's read only for all processes with the exception of the > > > signal command. Syncobjs can either have per VMID write access flags > for > > > the signal command (slow), or any process can write to any syncobjs and > > > only rely on the kernel checking the write log (fast). > > > > > > In any case, we can execute the memory write in the queue engine and > > > only use the hw scheduler for logging, which would be perfect. > > > > > > Marek > > > > > > On Thu, Jun 10, 2021 at 12:33 PM Christian König > > > > > > wrote: > > > > > > Hi guys, > > > > > > maybe soften that a bit. Reading from the shared memory of the > > > user fence is ok for everybody. What we need to take more care of > > > is the writing side. > > > > > > So my current thinking is that we allow read only access, but > > > writing a new sequence value needs to go through the > scheduler/kernel. > > > > > > So when the CPU wants to signal a timeline fence it needs to call > > > an IOCTL. When the GPU wants to signal the timeline fence it needs > > > to hand that of to the hardware scheduler. > > > > > > If we lockup the kernel can check with the hardware who did the > > > last write and what value was written. > > > > > > That together with an IOCTL to give out sequence number for > > > implicit sync to applications should be sufficient for the kernel > > > to track who is responsible if something bad happens. > > > > > > In other words when the hardware says that the shader wrote stuff > > > like 0xdeadbeef 0x0 or 0xffffffff into memory we kill the process > > > who did that. > > > > > > If the hardware says that seq - 1 was written fine, but seq is > > > missing then the kernel blames whoever was supposed to write seq. > > > > > > Just pieping the write through a privileged instance should be > > > fine to make sure that we don't run into issues. > > > > > > Christian. > > > > > > Am 10.06.21 um 17:59 schrieb Marek Olšák: > > > > Hi Daniel, > > > > > > > > We just talked about this whole topic internally and we came up > > > > to the conclusion that the hardware needs to understand sync > > > > object handles and have high-level wait and signal operations in > > > > the command stream. Sync objects will be backed by memory, but > > > > they won't be readable or writable by processes directly. The > > > > hardware will log all accesses to sync objects and will send the > > > > log to the kernel periodically. The kernel will identify > > > > malicious behavior. > > > > > > > > Example of a hardware command stream: > > > > ... > > > > ImplicitSyncWait(syncObjHandle, sequenceNumber); // the sequence > > > > number is assigned by the kernel > > > > Draw(); > > > > ImplicitSyncSignalWhenDone(syncObjHandle); > > > > ... > > > > > > > > I'm afraid we have no other choice because of the TLB > > > > invalidation overhead. > > > > > > > > Marek > > > > > > > > > > > > On Wed, Jun 9, 2021 at 2:31 PM Daniel Vetter > > > > wrote: > > > > > > > > On Wed, Jun 09, 2021 at 03:58:26PM +0200, Christian König > wrote: > > > > > Am 09.06.21 um 15:19 schrieb Daniel Vetter: > > > > > > [SNIP] > > > > > > > Yeah, we call this the lightweight and the heavyweight > > > > tlb flush. > > > > > > > > > > > > > > The lighweight can be used when you are sure that you > > > > don't have any of the > > > > > > > PTEs currently in flight in the 3D/DMA engine and you > > > > just need to > > > > > > > invalidate the TLB. > > > > > > > > > > > > > > The heavyweight must be used when you need to > > > > invalidate the TLB *AND* make > > > > > > > sure that no concurrently operation moves new stuff > > > > into the TLB. > > > > > > > > > > > > > > The problem is for this use case we have to use the > > > > heavyweight one. > > > > > > Just for my own curiosity: So the lightweight flush is > > > > only for in-between > > > > > > CS when you know access is idle? Or does that also not > > > > work if userspace > > > > > > has a CS on a dma engine going at the same time because > > > > the tlb aren't > > > > > > isolated enough between engines? > > > > > > > > > > More or less correct, yes. > > > > > > > > > > The problem is a lightweight flush only invalidates the > > > > TLB, but doesn't > > > > > take care of entries which have been handed out to the > > > > different engines. > > > > > > > > > > In other words what can happen is the following: > > > > > > > > > > 1. Shader asks TLB to resolve address X. > > > > > 2. TLB looks into its cache and can't find address X so it > > > > asks the walker > > > > > to resolve. > > > > > 3. Walker comes back with result for address X and TLB puts > > > > that into its > > > > > cache and gives it to Shader. > > > > > 4. Shader starts doing some operation using result for > > > > address X. > > > > > 5. You send lightweight TLB invalidate and TLB throws away > > > > cached values for > > > > > address X. > > > > > 6. Shader happily still uses whatever the TLB gave to it in > > > > step 3 to > > > > > accesses address X > > > > > > > > > > See it like the shader has their own 1 entry L0 TLB cache > > > > which is not > > > > > affected by the lightweight flush. > > > > > > > > > > The heavyweight flush on the other hand sends out a > > > > broadcast signal to > > > > > everybody and only comes back when we are sure that an > > > > address is not in use > > > > > any more. > > > > > > > > Ah makes sense. On intel the shaders only operate in VA, > > > > everything goes > > > > around as explicit async messages to IO blocks. So we don't > > > > have this, the > > > > only difference in tlb flushes is between tlb flush in the IB > > > > and an mmio > > > > one which is independent for anything currently being > > > > executed on an > > > > egine. > > > > -Daniel > > > > -- Daniel Vetter > > > > Software Engineer, Intel Corporation > > > > http://blog.ffwll.ch > > > > > > > > > > > -- > Daniel Vetter > Software Engineer, Intel Corporation > http://blog.ffwll.ch >