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From: "Christian König" <ckoenig.leichtzumerken@gmail.com>
To: "Marek Olšák" <maraeo@gmail.com>
Cc: "Michel Dänzer" <michel@daenzer.net>,
	dri-devel <dri-devel@lists.freedesktop.org>,
	"Jason Ekstrand" <jason@jlekstrand.net>,
	"ML Mesa-dev" <mesa-dev@lists.freedesktop.org>
Subject: Re: [Mesa-dev] Linux Graphics Next: Userspace submission update
Date: Mon, 14 Jun 2021 19:13:00 +0200	[thread overview]
Message-ID: <ebeabd65-9d8e-d364-a084-62bcdd7aa439@gmail.com> (raw)
In-Reply-To: <CAAxE2A7vhWB6QbejJLLkfk5J8361DPtA9Dtxd9FWDzND8F_diA@mail.gmail.com>

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As long as we can figure out who touched to a certain sync object last 
that would indeed work, yes.

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 
> <ckoenig.leichtzumerken@gmail.com 
> <mailto:ckoenig.leichtzumerken@gmail.com>> 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 <daniel@ffwll.ch
>>     <mailto:daniel@ffwll.ch>> 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 <http://blog.ffwll.ch>
>>
>


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  reply	other threads:[~2021-06-14 17:13 UTC|newest]

Thread overview: 50+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2021-05-27 21:51 Linux Graphics Next: Userspace submission update Marek Olšák
2021-05-28 14:41 ` Christian König
2021-05-28 22:25   ` Marek Olšák
2021-05-29  3:33     ` Marek Olšák
2021-05-31  8:25       ` Christian König
2021-06-01  9:02 ` Michel Dänzer
2021-06-01 10:21   ` Christian König
2021-06-01 10:49     ` Michel Dänzer
2021-06-01 12:10       ` [Mesa-dev] " Christian König
2021-06-01 12:30         ` Daniel Vetter
2021-06-01 12:51           ` Christian König
2021-06-01 13:01             ` Marek Olšák
2021-06-01 13:24               ` Michel Dänzer
2021-06-02  8:57             ` Daniel Stone
2021-06-02  9:34               ` Marek Olšák
2021-06-02  9:38                 ` Marek Olšák
2021-06-02 18:48                   ` Daniel Vetter
2021-06-02 18:52                     ` Christian König
2021-06-02 19:19                       ` Daniel Vetter
2021-06-04  7:00                         ` Christian König
2021-06-04  8:57                           ` Daniel Vetter
2021-06-04 11:27                             ` Christian König
2021-06-09 13:19                               ` Daniel Vetter
2021-06-09 13:58                                 ` Christian König
2021-06-09 18:31                                   ` Daniel Vetter
2021-06-10 15:59                                     ` Marek Olšák
2021-06-10 16:33                                       ` Christian König
2021-06-14 17:10                                         ` Marek Olšák
2021-06-14 17:13                                           ` Christian König [this message]
2021-06-17 16:48                                             ` Daniel Vetter
2021-06-17 18:28                                               ` Marek Olšák
2021-06-17 19:04                                                 ` Daniel Vetter
2021-06-17 19:23                                                   ` Marek Olšák
2021-06-03  3:16                     ` Marek Olšák
2021-06-03  7:47                       ` Daniel Vetter
2021-06-03  8:20                         ` Marek Olšák
2021-06-03 10:03                           ` Daniel Vetter
2021-06-03 10:55                             ` Marek Olšák
2021-06-03 11:22                               ` Daniel Vetter
2021-06-03 17:52                                 ` Marek Olšák
2021-06-03 19:18                                   ` Daniel Vetter
2021-06-04  5:26                                     ` Marek Olšák
2021-06-02  9:44               ` Christian König
2021-06-02  9:58                 ` Marek Olšák
2021-06-02 10:06                   ` Christian König
2021-06-01 13:18         ` Michel Dänzer
2021-06-01 17:39           ` Michel Dänzer
2021-06-01 17:42           ` Daniel Stone
2021-06-02  8:09       ` Michel Dänzer
2021-06-02 19:20         ` Daniel Vetter

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