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Preemption allows Adreno GPUs to switch to a higher priority ring when work is pushed to it, reducing latency for high priority submissions.
When preemption is enabled 4 rings are initialized, corresponding to different priority levels. Having multiple rings is purely a software concept as the GPU only has registers to keep track of one graphics ring. The kernel is able to switch which ring is currently being processed by requesting preemption. When certain conditions are met, depending on the priority level, the GPU will save its current state in a series of buffers, then restores state from a similar set of buffers specified by the kernel. It then resumes execution and fires an IRQ to let the kernel know the context switch has completed.
This mechanism can be used by the kernel to switch between rings. Whenever a submission occurs the kernel finds the highest priority ring which isn't empty and preempts to it if said ring is not the one being currently executed. This is also done whenever a submission completes to make sure execution resumes on a lower priority ring when a higher priority ring is done.
Preemption can only occur at certain boundaries. The exact conditions can be configured by changing the preemption level, this allows to compromise between latency (ie. the time that passes between when the kernel requests preemption and when the SQE begins saving state) and overhead (the amount of state that needs to be saved).
The GPU offers 3 levels:
- Level 0
- Preemption only occurs at the submission level. This requires the least amount of state to be saved as the execution of userspace submitted IBs is never interrupted, however it offers very little benefit compared to not enabling preemption of any kind.
- Level 1
- Preemption occurs at either bin level, if using GMEM rendering, or draw level in the sysmem rendering case.
- Level 2
- Preemption occurs at draw level.
Level 1 is the mode that is used by the msm driver.
Additionally the GPU allows to specify a skip_save_restore option. This disables the saving and restoring of all registers except those relating to the operation of the SQE itself, reducing overhead. Saving and restoring is only skipped when using GMEM with Level 1 preemption. When enabling this userspace is expected to set the state that isn't preserved whenever preemption occurs which is done by specifying preamble and postambles. Those are IBs that are executed before and after preemption.
A series of buffers are necessary to store the state of rings while they are not being executed. There are different kinds of preemption records and most of those require one buffer per ring. This is because preemption never occurs between submissions on the same ring, which always run in sequence when the ring is active. This means that only one context per ring is effectively active.
- SMMU_INFO
- This buffer contains info about the current SMMU configuration such as the ttbr0 register. The SQE firmware isn't actually able to save this record. As a result SMMU info must be saved manually from the CP to a buffer and the SMMU record updated with info from said buffer before triggering preemption.
- NON_SECURE
- This is the main preemption record where most state is saved. It is mostly opaque to the kernel except for the first few words that must be initialized by the kernel.
- SECURE
- This saves state related to the GPU's secure mode.
- NON_PRIV
- The intended purpose of this record is unknown. The SQE firmware actually ignores it and therefore msm doesn't handle it.
- COUNTER
- This record is used to save and restore performance counters.
Handling the permissions of those buffers is critical for security. All but the NON_PRIV records need to be inaccessible from userspace, so they must be mapped in the kernel address space with the MSM_BO_MAP_PRIV flag. For example, making the NON_SECURE record accessible from userspace would allow any process to manipulate a saved ring's RPTR which can be used to skip the execution of some packets in a ring and execute user commands with higher privileges.