anv: Rework fences

Our previous fence implementation was very simple.  Fences had two states:
signaled and unsignaled.  However, this didn't properly handle all of the
edge-cases that we need to handle.  In order to handle the case where the
client calls vkGetFenceStatus on a fence that has not yet been submitted
via vkQueueSubmit, we need a three-status system.  In order to handle the
case where the client calls vkWaitForFences on fences which have not yet
been submitted, we need more complex logic and a condition variable.  It's
rather annoying but, so long as the client doesn't do that, we should still
hit the fast path and use i915_gem_wait to do all our waiting.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Jason Ekstrand 2016-11-02 09:11:11 -07:00
parent 73701be667
commit 843775bab7
3 changed files with 149 additions and 25 deletions

View file

@ -896,6 +896,12 @@ VkResult anv_CreateDevice(
pthread_mutex_init(&device->mutex, NULL); pthread_mutex_init(&device->mutex, NULL);
pthread_condattr_t condattr;
pthread_condattr_init(&condattr);
pthread_condattr_setclock(&condattr, CLOCK_MONOTONIC);
pthread_cond_init(&device->queue_submit, NULL);
pthread_condattr_destroy(&condattr);
anv_bo_pool_init(&device->batch_bo_pool, device); anv_bo_pool_init(&device->batch_bo_pool, device);
anv_block_pool_init(&device->dynamic_state_block_pool, device, 16384); anv_block_pool_init(&device->dynamic_state_block_pool, device, 16384);
@ -1141,6 +1147,11 @@ VkResult anv_QueueSubmit(
result = anv_device_execbuf(device, &fence->execbuf, &fence_bo); result = anv_device_execbuf(device, &fence->execbuf, &fence_bo);
if (result != VK_SUCCESS) if (result != VK_SUCCESS)
goto out; goto out;
/* Update the fence and wake up any waiters */
assert(fence->state == ANV_FENCE_STATE_RESET);
fence->state = ANV_FENCE_STATE_SUBMITTED;
pthread_cond_broadcast(&device->queue_submit);
} }
out: out:
@ -1518,7 +1529,7 @@ VkResult anv_CreateFence(
fence->execbuf.rsvd1 = device->context_id; fence->execbuf.rsvd1 = device->context_id;
fence->execbuf.rsvd2 = 0; fence->execbuf.rsvd2 = 0;
fence->ready = false; fence->state = ANV_FENCE_STATE_RESET;
*pFence = anv_fence_to_handle(fence); *pFence = anv_fence_to_handle(fence);
@ -1544,7 +1555,7 @@ VkResult anv_ResetFences(
{ {
for (uint32_t i = 0; i < fenceCount; i++) { for (uint32_t i = 0; i < fenceCount; i++) {
ANV_FROM_HANDLE(anv_fence, fence, pFences[i]); ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
fence->ready = false; fence->state = ANV_FENCE_STATE_RESET;
} }
return VK_SUCCESS; return VK_SUCCESS;
@ -1559,26 +1570,41 @@ VkResult anv_GetFenceStatus(
int64_t t = 0; int64_t t = 0;
int ret; int ret;
if (fence->ready) switch (fence->state) {
case ANV_FENCE_STATE_RESET:
/* If it hasn't even been sent off to the GPU yet, it's not ready */
return VK_NOT_READY;
case ANV_FENCE_STATE_SIGNALED:
/* It's been signaled, return success */
return VK_SUCCESS; return VK_SUCCESS;
ret = anv_gem_wait(device, fence->bo.gem_handle, &t); case ANV_FENCE_STATE_SUBMITTED:
if (ret == 0) { /* It's been submitted to the GPU but we don't know if it's done yet. */
fence->ready = true; ret = anv_gem_wait(device, fence->bo.gem_handle, &t);
return VK_SUCCESS; if (ret == 0) {
fence->state = ANV_FENCE_STATE_SIGNALED;
return VK_SUCCESS;
} else {
return VK_NOT_READY;
}
default:
unreachable("Invalid fence status");
} }
return VK_NOT_READY;
} }
#define NSEC_PER_SEC 1000000000
#define INT_TYPE_MAX(type) ((1ull << (sizeof(type) * 8 - 1)) - 1)
VkResult anv_WaitForFences( VkResult anv_WaitForFences(
VkDevice _device, VkDevice _device,
uint32_t fenceCount, uint32_t fenceCount,
const VkFence* pFences, const VkFence* pFences,
VkBool32 waitAll, VkBool32 waitAll,
uint64_t timeout) uint64_t _timeout)
{ {
ANV_FROM_HANDLE(anv_device, device, _device); ANV_FROM_HANDLE(anv_device, device, _device);
int ret;
/* DRM_IOCTL_I915_GEM_WAIT uses a signed 64 bit timeout and is supposed /* DRM_IOCTL_I915_GEM_WAIT uses a signed 64 bit timeout and is supposed
* to block indefinitely timeouts <= 0. Unfortunately, this was broken * to block indefinitely timeouts <= 0. Unfortunately, this was broken
@ -1587,22 +1613,107 @@ VkResult anv_WaitForFences(
* best we can do is to clamp the timeout to INT64_MAX. This limits the * best we can do is to clamp the timeout to INT64_MAX. This limits the
* maximum timeout from 584 years to 292 years - likely not a big deal. * maximum timeout from 584 years to 292 years - likely not a big deal.
*/ */
if (timeout > INT64_MAX) int64_t timeout = MIN2(_timeout, INT64_MAX);
timeout = INT64_MAX;
int64_t t = timeout; uint32_t pending_fences = fenceCount;
while (pending_fences) {
pending_fences = 0;
bool signaled_fences = false;
for (uint32_t i = 0; i < fenceCount; i++) {
ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
switch (fence->state) {
case ANV_FENCE_STATE_RESET:
/* This fence hasn't been submitted yet, we'll catch it the next
* time around. Yes, this may mean we dead-loop but, short of
* lots of locking and a condition variable, there's not much that
* we can do about that.
*/
pending_fences++;
continue;
/* FIXME: handle !waitAll */ case ANV_FENCE_STATE_SIGNALED:
/* This fence is not pending. If waitAll isn't set, we can return
* early. Otherwise, we have to keep going.
*/
if (!waitAll)
return VK_SUCCESS;
continue;
for (uint32_t i = 0; i < fenceCount; i++) { case ANV_FENCE_STATE_SUBMITTED:
ANV_FROM_HANDLE(anv_fence, fence, pFences[i]); /* These are the fences we really care about. Go ahead and wait
int ret = anv_gem_wait(device, fence->bo.gem_handle, &t); * on it until we hit a timeout.
if (ret == -1 && errno == ETIME) { */
return VK_TIMEOUT; ret = anv_gem_wait(device, fence->bo.gem_handle, &timeout);
} else if (ret == -1) { if (ret == -1 && errno == ETIME) {
/* We don't know the real error. */ return VK_TIMEOUT;
return vk_errorf(VK_ERROR_OUT_OF_DEVICE_MEMORY, } else if (ret == -1) {
"gem wait failed: %m"); /* We don't know the real error. */
return vk_errorf(VK_ERROR_DEVICE_LOST, "gem wait failed: %m");
} else {
fence->state = ANV_FENCE_STATE_SIGNALED;
signaled_fences = true;
if (!waitAll)
return VK_SUCCESS;
continue;
}
}
}
if (pending_fences && !signaled_fences) {
/* If we've hit this then someone decided to vkWaitForFences before
* they've actually submitted any of them to a queue. This is a
* fairly pessimal case, so it's ok to lock here and use a standard
* pthreads condition variable.
*/
pthread_mutex_lock(&device->mutex);
/* It's possible that some of the fences have changed state since the
* last time we checked. Now that we have the lock, check for
* pending fences again and don't wait if it's changed.
*/
uint32_t now_pending_fences = 0;
for (uint32_t i = 0; i < fenceCount; i++) {
ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
if (fence->state == ANV_FENCE_STATE_RESET)
now_pending_fences++;
}
assert(now_pending_fences <= pending_fences);
if (now_pending_fences == pending_fences) {
struct timespec before;
clock_gettime(CLOCK_MONOTONIC, &before);
uint32_t abs_nsec = before.tv_nsec + timeout % NSEC_PER_SEC;
uint64_t abs_sec = before.tv_sec + (abs_nsec / NSEC_PER_SEC) +
(timeout / NSEC_PER_SEC);
abs_nsec %= NSEC_PER_SEC;
/* Avoid roll-over in tv_sec on 32-bit systems if the user
* provided timeout is UINT64_MAX
*/
struct timespec abstime;
abstime.tv_nsec = abs_nsec;
abstime.tv_sec = MIN2(abs_sec, INT_TYPE_MAX(abstime.tv_sec));
ret = pthread_cond_timedwait(&device->queue_submit,
&device->mutex, &abstime);
assert(ret != EINVAL);
struct timespec after;
clock_gettime(CLOCK_MONOTONIC, &after);
uint64_t time_elapsed =
((uint64_t)after.tv_sec * NSEC_PER_SEC + after.tv_nsec) -
((uint64_t)before.tv_sec * NSEC_PER_SEC + before.tv_nsec);
if (time_elapsed >= timeout) {
pthread_mutex_unlock(&device->mutex);
return VK_TIMEOUT;
}
timeout -= time_elapsed;
}
pthread_mutex_unlock(&device->mutex);
} }
} }

View file

@ -580,6 +580,7 @@ struct anv_device {
uint32_t default_mocs; uint32_t default_mocs;
pthread_mutex_t mutex; pthread_mutex_t mutex;
pthread_cond_t queue_submit;
}; };
void anv_device_get_cache_uuid(void *uuid); void anv_device_get_cache_uuid(void *uuid);
@ -1254,11 +1255,23 @@ anv_cmd_buffer_get_depth_stencil_view(const struct anv_cmd_buffer *cmd_buffer);
void anv_cmd_buffer_dump(struct anv_cmd_buffer *cmd_buffer); void anv_cmd_buffer_dump(struct anv_cmd_buffer *cmd_buffer);
enum anv_fence_state {
/** Indicates that this is a new (or newly reset fence) */
ANV_FENCE_STATE_RESET,
/** Indicates that this fence has been submitted to the GPU but is still
* (as far as we know) in use by the GPU.
*/
ANV_FENCE_STATE_SUBMITTED,
ANV_FENCE_STATE_SIGNALED,
};
struct anv_fence { struct anv_fence {
struct anv_bo bo; struct anv_bo bo;
struct drm_i915_gem_execbuffer2 execbuf; struct drm_i915_gem_execbuffer2 execbuf;
struct drm_i915_gem_exec_object2 exec2_objects[1]; struct drm_i915_gem_exec_object2 exec2_objects[1];
bool ready; enum anv_fence_state state;
}; };
struct anv_event { struct anv_event {

View file

@ -334,7 +334,7 @@ VkResult anv_AcquireNextImageKHR(
/* Thanks to implicit sync, the image is ready immediately. */ /* Thanks to implicit sync, the image is ready immediately. */
if (fence) if (fence)
fence->ready = true; fence->state = ANV_FENCE_STATE_SIGNALED;
return result; return result;
} }