diff --git a/doc/developer-guides/hld/ahci-hld.rst b/doc/developer-guides/hld/ahci-hld.rst index a47058696..9e9732aee 100644 --- a/doc/developer-guides/hld/ahci-hld.rst +++ b/doc/developer-guides/hld/ahci-hld.rst @@ -4,11 +4,11 @@ AHCI Virtualization in Device Model ################################### AHCI (Advanced Host Controller Interface) is a hardware mechanism -that allows software to communicate with Serial ATA devices. AHCI HBA +that enables software to communicate with Serial ATA devices. AHCI HBA (host bus adapters) is a PCI class device that acts as a data movement engine between system memory and Serial ATA devices. The ACPI HBA in ACRN supports both ATA and ATAPI devices. The architecture is shown in -the below diagram. +the diagram below: .. figure:: images/ahci-image1.png :align: center @@ -16,17 +16,17 @@ the below diagram. :name: achi-device HBA is registered to the PCI system with device id 0x2821 and vendor id -0x8086. Its memory registers are mapped in BAR 5. It only supports 6 -ports (refer to ICH8 AHCI). AHCI driver in the User VM can access HBA in DM -through the PCI BAR. And HBA can inject MSI interrupts through the PCI +0x8086. Its memory registers are mapped in BAR 5. It supports only six +ports (refer to ICH8 AHCI). The AHCI driver in the User VM can access HBA in +DM through the PCI BAR, and HBA can inject MSI interrupts through the PCI framework. When the application in the User VM reads data from /dev/sda, the request will -send through the AHCI driver and then the PCI driver. The User VM will trap to -hypervisor, and hypervisor dispatch the request to DM. According to the -offset in the BAR, the request will dispatch to port control handler. -Then the request is parse to a block I/O request which can be processed -by Block backend model. +be sent through the AHCI driver and then the PCI driver. The Hypervisor will +trap the request from the User VM and dispatch it to the DM. According to the +offset in the BAR, the request will be dispatched to the port control handler. +Then the request is parsed to a block I/O request which can be processed by +the Block backend model. Usage: @@ -34,7 +34,7 @@ Usage: Type: 'hd' and 'cd' are available. -Filepath: the path for the backend file, could be a partition or a +Filepath: the path for the backend file; could be a partition or a regular file. For example, diff --git a/doc/developer-guides/hld/atkbdc-virt-hld.rst b/doc/developer-guides/hld/atkbdc-virt-hld.rst index 023a3acaf..7841c35d9 100644 --- a/doc/developer-guides/hld/atkbdc-virt-hld.rst +++ b/doc/developer-guides/hld/atkbdc-virt-hld.rst @@ -19,7 +19,7 @@ The PS2 port is a 6-pin mini-Din connector used for connecting keyboards and mic PS2 Keyboard Emulation ********************** -ACRN supports AT keyboard controller for PS2 keyboard that can be accessed through I/O ports(0x60 and 0x64). 0x60 is used to access AT keyboard controller data register, 0x64 is used to access AT keyboard controller address register. +ACRN supports the AT keyboard controller for PS2 keyboard that can be accessed through I/O ports (0x60 and 0x64). 0x60 is used to access AT keyboard controller data register; 0x64 is used to access AT keyboard controller address register. The PS2 keyboard ACPI description as below:: @@ -48,8 +48,8 @@ The PS2 keyboard ACPI description as below:: PS2 Mouse Emulation ******************* -ACRN supports AT keyboard controller for PS2 mouse that can be accessed through I/O ports(0x60 and 0x64). -0x60 is used to access AT keyboard controller data register, 0x64 is used to access AT keyboard controller address register. +ACRN supports AT keyboard controller for PS2 mouse that can be accessed through I/O ports (0x60 and 0x64). +0x60 is used to access AT keyboard controller data register; 0x64 is used to access AT keyboard controller address register. The PS2 mouse ACPI description as below:: diff --git a/doc/developer-guides/hld/hld-APL_GVT-g.rst b/doc/developer-guides/hld/hld-APL_GVT-g.rst index 895fd984f..7218e3947 100644 --- a/doc/developer-guides/hld/hld-APL_GVT-g.rst +++ b/doc/developer-guides/hld/hld-APL_GVT-g.rst @@ -10,7 +10,7 @@ Purpose of This Document ======================== This high-level design (HLD) document describes the usage requirements -and high level design for Intel |reg| Graphics Virtualization Technology for +and high-level design for Intel |reg| Graphics Virtualization Technology for shared virtual :term:`GPU` technology (:term:`GVT-g`) on Apollo Lake-I SoCs. @@ -18,14 +18,14 @@ This document describes: - The different GPU virtualization techniques - GVT-g mediated passthrough -- High level design +- High-level design - Key components - GVT-g new architecture differentiation Audience ======== -This document is for developers, validation teams, architects and +This document is for developers, validation teams, architects, and maintainers of Intel |reg| GVT-g for the Apollo Lake SoCs. The reader should have some familiarity with the basic concepts of @@ -47,24 +47,24 @@ Background Intel GVT-g is an enabling technology in emerging graphics virtualization scenarios. It adopts a full GPU virtualization approach -based on mediated passthrough technology, to achieve good performance, -scalability and secure isolation among Virtual Machines (VMs). A virtual +based on mediated passthrough technology to achieve good performance, +scalability, and secure isolation among Virtual Machines (VMs). A virtual GPU (vGPU), with full GPU features, is presented to each VM so that a native graphics driver can run directly inside a VM. Intel GVT-g technology for Apollo Lake (APL) has been implemented in -open source hypervisors or Virtual Machine Monitors (VMMs): +open-source hypervisors or Virtual Machine Monitors (VMMs): - Intel GVT-g for ACRN, also known as, "AcrnGT" - Intel GVT-g for KVM, also known as, "KVMGT" - Intel GVT-g for Xen, also known as, "XenGT" -The core vGPU device model is released under BSD/MIT dual license, so it +The core vGPU device model is released under the BSD/MIT dual license, so it can be reused in other proprietary hypervisors. Intel has a portfolio of graphics virtualization technologies -(:term:`GVT-g`, :term:`GVT-d` and :term:`GVT-s`). GVT-d and GVT-s are -outside of the scope of this document. +(:term:`GVT-g`, :term:`GVT-d`, and :term:`GVT-s`). GVT-d and GVT-s are +outside the scope of this document. This HLD applies to the Apollo Lake platform only. Support of other hardware is outside the scope of this HLD. @@ -89,11 +89,11 @@ The main targeted usage of GVT-g is in automotive applications, such as: Existing Techniques =================== -A graphics device is no different from any other I/O device, with +A graphics device is no different from any other I/O device with respect to how the device I/O interface is virtualized. Therefore, existing I/O virtualization techniques can be applied to graphics virtualization. However, none of the existing techniques can meet the -general requirement of performance, scalability, and secure isolation +general requirements of performance, scalability, and secure isolation simultaneously. In this section, we review the pros and cons of each technique in detail, enabling the audience to understand the rationale behind the entire GVT-g effort. @@ -102,12 +102,12 @@ Emulation --------- A device can be emulated fully in software, including its I/O registers -and internal functional blocks. There would be no dependency on the -underlying hardware capability, therefore compatibility can be achieved +and internal functional blocks. Because there is no dependency on the +underlying hardware capability, compatibility can be achieved across platforms. However, due to the CPU emulation cost, this technique -is usually used for legacy devices, such as a keyboard, mouse, and VGA -card. There would be great complexity and extremely low performance to -fully emulate a modern accelerator, such as a GPU. It may be acceptable +is usually used only for legacy devices such as a keyboard, mouse, and VGA +card. Fully emulating a modern accelerator such as a GPU would involve great +complexity and extremely low performance. It may be acceptable for use in a simulation environment, but it is definitely not suitable for production usage. @@ -116,9 +116,9 @@ API Forwarding API forwarding, or a split driver model, is another widely-used I/O virtualization technology. It has been used in commercial virtualization -productions, for example, VMware*, PCoIP*, and Microsoft* RemoteFx*. +productions such as VMware*, PCoIP*, and Microsoft* RemoteFx*. It is a natural path when researchers study a new type of -I/O virtualization usage, for example, when GPGPU computing in VM was +I/O virtualization usage—for example, when GPGPU computing in a VM was initially proposed. Intel GVT-s is based on this approach. The architecture of API forwarding is shown in :numref:`api-forwarding`: @@ -131,10 +131,10 @@ The architecture of API forwarding is shown in :numref:`api-forwarding`: API Forwarding A frontend driver is employed to forward high-level API calls (OpenGL, -Directx, and so on) inside a VM, to a Backend driver in the Hypervisor -for acceleration. The Backend may be using a different graphics stack, +DirectX, and so on) inside a VM to a backend driver in the Hypervisor +for acceleration. The backend may be using a different graphics stack, so API translation between different graphics protocols may be required. -The Backend driver allocates a physical GPU resource for each VM, +The backend driver allocates a physical GPU resource for each VM, behaving like a normal graphics application in a Hypervisor. Shared memory may be used to reduce memory copying between the host and guest graphic stacks. @@ -143,16 +143,16 @@ API forwarding can bring hardware acceleration capability into a VM, with other merits such as vendor independence and high density. However, it also suffers from the following intrinsic limitations: -- Lagging features - Every new API version needs to be specifically - handled, so it means slow time-to-market (TTM) to support new standards. +- Lagging features - Every new API version must be specifically + handled, which means slow time-to-market (TTM) to support new standards. For example, - only DirectX9 is supported, when DirectX11 is already in the market. + only DirectX9 is supported while DirectX11 is already in the market. Also, there is a big gap in supporting media and compute usages. - Compatibility issues - A GPU is very complex, and consequently so are - high level graphics APIs. Different protocols are not 100% compatible - on every subtle API, so the customer can observe feature/quality loss - for specific applications. + high-level graphics APIs. Different protocols are not 100% compatible + on every subtly different API, so the customer can observe feature/quality + loss for specific applications. - Maintenance burden - Occurs when supported protocols and specific versions are incremented. @@ -165,10 +165,10 @@ Direct Passthrough ------------------- "Direct passthrough" dedicates the GPU to a single VM, providing full -features and good performance, but at the cost of device sharing +features and good performance at the cost of device sharing capability among VMs. Only one VM at a time can use the hardware acceleration capability of the GPU, which is a major limitation of this -technique. However, it is still a good approach to enable graphics +technique. However, it is still a good approach for enabling graphics virtualization usages on Intel server platforms, as an intermediate solution. Intel GVT-d uses this mechanism. @@ -197,7 +197,7 @@ passthrough" technique. Concept ======= -Mediated passthrough allows a VM to access performance-critical I/O +Mediated passthrough enables a VM to access performance-critical I/O resources (usually partitioned) directly, without intervention from the hypervisor in most cases. Privileged operations from this VM are trapped-and-emulated to provide secure isolation among VMs. @@ -212,7 +212,7 @@ trapped-and-emulated to provide secure isolation among VMs. The Hypervisor must ensure that no vulnerability is exposed when assigning performance-critical resource to each VM. When a performance-critical resource cannot be partitioned, a scheduler must be -implemented (either in software or hardware) to allow time-based sharing +implemented (either in software or hardware) to enable time-based sharing among multiple VMs. In this case, the device must allow the hypervisor to save and restore the hardware state associated with the shared resource, either through direct I/O register reads and writes (when there is no software @@ -255,7 +255,7 @@ multiple virtual address spaces by GPU page tables. A 4 GB global virtual address space called "global graphics memory", accessible from both the GPU and CPU, is mapped through a global page table. Local graphics memory spaces are supported in the form of multiple 4 GB local -virtual address spaces, but are only limited to access by the Render +virtual address spaces but are limited to access by the Render Engine through local page tables. Global graphics memory is mostly used for the Frame Buffer and also serves as the Command Buffer. Massive data accesses are made to local graphics memory when hardware acceleration is @@ -265,24 +265,24 @@ the on-die memory. The CPU programs the GPU through GPU-specific commands, shown in :numref:`graphics-arch`, using a producer-consumer model. The graphics driver programs GPU commands into the Command Buffer, including primary -buffer and batch buffer, according to the high-level programming APIs, -such as OpenGL* or DirectX*. Then, the GPU fetches and executes the +buffer and batch buffer, according to the high-level programming APIs +such as OpenGL* and DirectX*. Then, the GPU fetches and executes the commands. The primary buffer (called a ring buffer) may chain other batch buffers together. The primary buffer and ring buffer are used interchangeably thereafter. The batch buffer is used to convey the majority of the commands (up to ~98% of them) per programming model. A register tuple (head, tail) is used to control the ring buffer. The CPU submits the commands to the GPU by updating the tail, while the GPU -fetches commands from the head, and then notifies the CPU by updating -the head, after the commands have finished execution. Therefore, when +fetches commands from the head and then notifies the CPU by updating +the head after the commands have finished execution. Therefore, when the GPU has executed all commands from the ring buffer, the head and tail pointers are the same. Having introduced the GPU architecture abstraction, it is important for us to understand how real-world graphics applications use the GPU hardware so that we can virtualize it in VMs efficiently. To do so, we -characterized, for some representative GPU-intensive 3D workloads (the -Phoronix Test Suite), the usages of the four critical interfaces: +characterized the usages of the four critical interfaces for some +representative GPU-intensive 3D workloads (the Phoronix Test Suite): 1) the Frame Buffer, 2) the Command Buffer, @@ -299,9 +299,9 @@ performance-critical resources, as shown in :numref:`access-patterns`. When the applications are being loaded, lots of source vertices and pixels are written by the CPU, so the Frame Buffer accesses occur in the range of hundreds of thousands per second. Then at run-time, the CPU -programs the GPU through the commands, to render the Frame Buffer, so -the Command Buffer accesses become the largest group, also in the -hundreds of thousands per second. PTE and I/O accesses are minor in both +programs the GPU through the commands to render the Frame Buffer, so +the Command Buffer accesses become the largest group (also in the +hundreds of thousands per second). PTE and I/O accesses are minor in both load and run-time phases ranging in tens of thousands per second. .. figure:: images/APL_GVT-g-access-patterns.png @@ -311,18 +311,18 @@ load and run-time phases ranging in tens of thousands per second. Access Patterns of Running 3D Workloads -High Level Architecture +High-Level Architecture *********************** :numref:`gvt-arch` shows the overall architecture of GVT-g, based on the ACRN hypervisor, with Service VM as the privileged VM, and multiple user -guests. A GVT-g device model working with the ACRN hypervisor, +guests. A GVT-g device model working with the ACRN hypervisor implements the policies of trap and passthrough. Each guest runs the native graphics driver and can directly access performance-critical resources: the Frame Buffer and Command Buffer, with resource -partitioning (as presented later). To protect privileged resources, that -is, the I/O registers and PTEs, corresponding accesses from the graphics -driver in user VMs are trapped and forwarded to the GVT device model in +partitioning (as presented later). To protect privileged resources—that +is, the I/O registers and PTEs—corresponding accesses from the graphics +driver in user VMs are trapped and forwarded to the GVT device model in the Service VM for emulation. The device model leverages i915 interfaces to access the physical GPU. @@ -366,7 +366,7 @@ and gives the corresponding result back to the guest. The vGPU Device Model provides the basic framework to do trap-and-emulation, including MMIO virtualization, interrupt virtualization, and display virtualization. It also handles and -processes all the requests internally, such as, command scan and shadow, +processes all the requests internally (such as command scan and shadow), schedules them in the proper manner, and finally submits to the Service VM i915 driver. @@ -384,9 +384,9 @@ Intel Processor Graphics implements two PCI MMIO BARs: - **GTTMMADR BAR**: Combines both :term:`GGTT` modification range and Memory Mapped IO range. It is 16 MB on :term:`BDW`, with 2 MB used by MMIO, 6 MB - reserved and 8 MB allocated to GGTT. GGTT starts from + reserved, and 8 MB allocated to GGTT. GGTT starts from :term:`GTTMMADR` + 8 MB. In this section, we focus on virtualization of - the MMIO range, discussing GGTT virtualization later. + the MMIO range, leaving discussion of GGTT virtualization for later. - **GMADR BAR**: As the PCI aperture is used by the CPU to access tiled graphics memory, GVT-g partitions this aperture range among VMs for @@ -395,11 +395,11 @@ Intel Processor Graphics implements two PCI MMIO BARs: A 2 MB virtual MMIO structure is allocated per vGPU instance. All the virtual MMIO registers are emulated as simple in-memory -read-write, that is, guest driver will read back the same value that was +read-write; that is, the guest driver will read back the same value that was programmed earlier. A common emulation handler (for example, intel_gvt_emulate_read/write) is enough to handle such general -emulation requirements. However, some registers need to be emulated with -specific logic, for example, affected by change of other states or +emulation requirements. However, some registers must be emulated with +specific logic—for example, affected by change of other states or additional audit or translation when updating the virtual register. Therefore, a specific emulation handler must be installed for those special registers. @@ -408,19 +408,19 @@ The graphics driver may have assumptions about the initial device state, which stays with the point when the BIOS transitions to the OS. To meet the driver expectation, we need to provide an initial state of vGPU that a driver may observe on a pGPU. So the host graphics driver is expected -to generate a snapshot of physical GPU state, which it does before guest +to generate a snapshot of physical GPU state, which it does before the guest driver's initialization. This snapshot is used as the initial vGPU state by the device model. PCI Configuration Space Virtualization -------------------------------------- -PCI configuration space also needs to be virtualized in the device +The PCI configuration space also must be virtualized in the device model. Different implementations may choose to implement the logic -within the vGPU device model or in default system device model (for +within the vGPU device model or in the default system device model (for example, ACRN-DM). GVT-g emulates the logic in the device model. -Some information is vital for the vGPU device model, including: +Some information is vital for the vGPU device model, including Guest PCI BAR, Guest PCI MSI, and Base of ACPI OpRegion. Legacy VGA Port I/O Virtualization @@ -443,17 +443,17 @@ handle the GPU interrupt virtualization by itself. Virtual GPU interrupts are categorized into three types: - Periodic GPU interrupts are emulated by timers. However, a notable - exception to this is the VBlank interrupt. Due to the demands of user - space compositors, such as Wayland, which requires a flip done event - to be synchronized with a VBlank, this interrupt is forwarded from - Service VM to User VM when Service VM receives it from the hardware. + exception to this is the VBlank interrupt. Due to the demands of user space + compositors such as Wayland, which requires a flip done event to be + synchronized with a VBlank, this interrupt is forwarded from the Service VM + to the User VM when the Service VM receives it from the hardware. -- Event-based GPU interrupts are emulated by the emulation logic. For - example, AUX Channel Interrupt. +- Event-based GPU interrupts are emulated by the emulation logic (for + example, AUX Channel Interrupt). - GPU command interrupts are emulated by a command parser and workload dispatcher. The command parser marks out which GPU command interrupts - are generated during the command execution and the workload + are generated during the command execution, and the workload dispatcher injects those interrupts into the VM after the workload is finished. @@ -468,27 +468,27 @@ Workload Scheduler ------------------ The scheduling policy and workload scheduler are decoupled for -scalability reasons. For example, a future QoS enhancement will only -impact the scheduling policy, any i915 interface change or HW submission -interface change (from execlist to :term:`GuC`) will only need workload +scalability reasons. For example, a future QoS enhancement will impact +only the scheduling policy, and any i915 interface change or hardware submission +interface change (from execlist to :term:`GuC`) will need only workload scheduler updates. The scheduling policy framework is the core of the vGPU workload scheduling system. It controls all of the scheduling actions and provides the developer with a generic framework for easy development of scheduling policies. The scheduling policy framework controls the work -scheduling process without caring about how the workload is dispatched +scheduling process without regard for how the workload is dispatched or completed. All the detailed workload dispatching is hidden in the workload scheduler, which is the actual executer of a vGPU workload. The workload scheduler handles everything about one vGPU workload. Each hardware ring is backed by one workload scheduler kernel thread. The workload scheduler picks the workload from current vGPU workload queue -and communicates with the virtual HW submission interface to emulate the +and communicates with the virtual hardware submission interface to emulate the "schedule-in" status for the vGPU. It performs context shadow, Command -Buffer scan and shadow, PPGTT page table pin/unpin/out-of-sync, before +Buffer scan and shadow, and PPGTT page table pin/unpin/out-of-sync before submitting this workload to the host i915 driver. When the vGPU workload -is completed, the workload scheduler asks the virtual HW submission +is completed, the workload scheduler asks the virtual hardware submission interface to emulate the "schedule-out" status for the vGPU. The VM graphics driver then knows that a GPU workload is finished. @@ -504,11 +504,11 @@ Workload Submission Path Software submits the workload using the legacy ring buffer mode on Intel Processor Graphics before Broadwell, which is no longer supported by the -GVT-g virtual device model. A new HW submission interface named -"Execlist" is introduced since Broadwell. With the new HW submission +GVT-g virtual device model. A new hardware submission interface named +"Execlist" is introduced since Broadwell. With the new hardware submission interface, software can achieve better programmability and easier context management. In Intel GVT-g, the vGPU submits the workload -through the virtual HW submission interface. Each workload in submission +through the virtual hardware submission interface. Each workload in submission will be represented as an ``intel_vgpu_workload`` data structure, a vGPU workload, which will be put on a per-vGPU and per-engine workload queue later after performing a few basic checks and verifications. @@ -546,15 +546,15 @@ Direct Display Model Direct Display Model -A typical automotive use case is where there are two displays in the car -and each one needs to show one domain's content, with the two domains +In a typical automotive use case, there are two displays in the car +and each one must show one domain's content, with the two domains being the Instrument cluster and the In Vehicle Infotainment (IVI). As shown in :numref:`direct-display`, this can be accomplished through the direct -display model of GVT-g, where the Service VM and User VM are each assigned all HW +display model of GVT-g, where the Service VM and User VM are each assigned all hardware planes of two different pipes. GVT-g has a concept of display owner on a -per HW plane basis. If it determines that a particular domain is the -owner of a HW plane, then it allows the domain's MMIO register write to -flip a frame buffer to that plane to go through to the HW. Otherwise, +per hardware plane basis. If it determines that a particular domain is the +owner of a hardware plane, then it allows the domain's MMIO register write to +flip a frame buffer to that plane to go through to the hardware. Otherwise, such writes are blocked by the GVT-g. Indirect Display Model @@ -568,23 +568,23 @@ Indirect Display Model Indirect Display Model For security or fastboot reasons, it may be determined that the User VM is -either not allowed to display its content directly on the HW or it may +either not allowed to display its content directly on the hardware or it may be too late before it boots up and displays its content. In such a scenario, the responsibility of displaying content on all displays lies with the Service VM. One of the use cases that can be realized is to display the entire frame buffer of the User VM on a secondary display. GVT-g allows for this -model by first trapping all MMIO writes by the User VM to the HW. A proxy +model by first trapping all MMIO writes by the User VM to the hardware. A proxy application can then capture the address in GGTT where the User VM has written its frame buffer and using the help of the Hypervisor and the Service VM's i915 driver, can convert the Guest Physical Addresses (GPAs) into Host Physical Addresses (HPAs) before making a texture source or EGL image out of the frame buffer and then either post processing it further or -simply displaying it on a HW plane of the secondary display. +simply displaying it on a hardware plane of the secondary display. GGTT-Based Surface Sharing -------------------------- -One of the major automotive use case is called "surface sharing". This +One of the major automotive use cases is called "surface sharing". This use case requires that the Service VM accesses an individual surface or a set of surfaces from the User VM without having to access the entire frame buffer of the User VM. Unlike the previous two models, where the User VM did not have to do @@ -608,13 +608,13 @@ compositor, Mesa, and i915 driver had to be modified. This model has a major benefit and a major limitation. The benefit is that since it builds on top of the indirect display model, there are no special drivers necessary for it on either Service VM or User VM. -Therefore, any Real Time Operating System (RTOS) that use +Therefore, any Real Time Operating System (RTOS) that uses this model can simply do so without having to implement a driver, the infrastructure for which may not be present in their operating system. The limitation of this model is that video memory dedicated for a User VM is generally limited to a couple of hundred MBs. This can easily be exhausted by a few application buffers so the number and size of buffers -is limited. Since it is not a highly-scalable model, in general, Intel +is limited. Since it is not a highly-scalable model in general, Intel recommends the Hyper DMA buffer sharing model, described next. Hyper DMA Buffer Sharing @@ -628,12 +628,12 @@ Hyper DMA Buffer Sharing Hyper DMA Buffer Design Another approach to surface sharing is Hyper DMA Buffer sharing. This -model extends the Linux DMA buffer sharing mechanism where one driver is +model extends the Linux DMA buffer sharing mechanism in which one driver is able to share its pages with another driver within one domain. Applications buffers are backed by i915 Graphics Execution Manager Buffer Objects (GEM BOs). As in GGTT surface -sharing, this model also requires compositor changes. The compositor of +sharing, this model also requires compositor changes. The compositor of the User VM requests i915 to export these application GEM BOs and then passes them on to a special driver called the Hyper DMA Buf exporter whose job is to create a scatter gather list of pages mapped by PDEs and PTEs and @@ -643,13 +643,13 @@ The compositor then shares this Hyper DMA Buf ID with the Service VM's Hyper DMA Buf importer driver which then maps the memory represented by this ID in the Service VM. A proxy application in the Service VM can then provide the ID of this driver to the Service VM i915, which can create its own GEM BO. Finally, the application -can use it as an EGL image and do any post processing required before +can use it as an EGL image and do any post-processing required before either providing it to the Service VM compositor or directly flipping it on a -HW plane in the compositor's absence. +hardware plane in the compositor's absence. This model is highly scalable and can be used to share up to 4 GB worth -of pages. It is also not limited to only sharing graphics buffers. Other -buffers for the IPU and others, can also be shared with it. However, it +of pages. It is also not limited to sharing graphics buffers. Other +buffers for the IPU and others can also be shared with it. However, it does require that the Service VM port the Hyper DMA Buffer importer driver. Also, the Service VM must comprehend and implement the DMA buffer sharing model. @@ -671,8 +671,8 @@ Plane-Based Domain Ownership Yet another mechanism for showing content of both the Service VM and User VM on the same physical display is called plane-based domain ownership. Under this -model, both the Service VM and User VM are provided a set of HW planes that they can -flip their contents on to. Since each domain provides its content, there +model, both the Service VM and User VM are provided a set of hardware planes that they can +flip their contents onto. Since each domain provides its content, there is no need for any extra composition to be done through the Service VM. The display controller handles alpha blending contents of different domains on a single pipe. This saves on any complexity on either the Service VM or the User VM @@ -680,9 +680,9 @@ SW stack. It is important to provide only specific planes and have them statically assigned to different Domains. To achieve this, the i915 driver of both -domains is provided a command line parameter that specifies the exact +domains is provided a command-line parameter that specifies the exact planes that this domain has access to. The i915 driver then enumerates -only those HW planes and exposes them to its compositor. It is then left +only those hardware planes and exposes them to its compositor. It is then left to the compositor configuration to use these planes appropriately and show the correct content on them. No other changes are necessary. @@ -691,7 +691,7 @@ quick to implement, it also has some drawbacks. First, since each domain is responsible for showing the content on the screen, there is no control of the User VM by the Service VM. If the User VM is untrusted, this could potentially cause some unwanted content to be displayed. Also, there is -no post processing capability, except that provided by the display +no post-processing capability, except that provided by the display controller (for example, scaling, rotation, and so on). So each domain must provide finished buffers with the expectation that alpha blending with another domain will not cause any corruption or unwanted artifacts. @@ -705,7 +705,7 @@ from the VM. For the global graphics memory space, GVT-g uses graphics memory resource partitioning and an address space ballooning mechanism. For local graphics memory spaces, GVT-g implements per-VM local graphics memory through a render context switch because local graphics memory is -only accessible by the GPU. +accessible only by the GPU. Global Graphics Memory ---------------------- @@ -717,7 +717,7 @@ GVT-g partitions the global graphics memory among VMs. Splitting the CPU/GPU scheduling mechanism requires that the global graphics memory of different VMs can be accessed by the CPU and the GPU simultaneously. Consequently, GVT-g must, at any time, present each VM with its own -resource, leading to the resource partitioning approaching, for global +resource, leading to the resource partitioning approach, for global graphics memory, as shown in :numref:`mem-part`. .. figure:: images/APL_GVT-g-mem-part.png @@ -727,7 +727,7 @@ graphics memory, as shown in :numref:`mem-part`. Memory Partition and Ballooning -The performance impact of reduced global graphics memory resource +The performance impact of reduced global graphics memory resources due to memory partitioning is very limited according to various test results. @@ -740,7 +740,7 @@ partitioning information to the VM graphics driver through the PVINFO MMIO window. The graphics driver marks the other VMs' regions as 'ballooned', and reserves them as not being used from its graphics memory allocator. Under this design, the guest view of global graphics -memory space is exactly the same as the host view and the driver +memory space is exactly the same as the host view, and the driver programmed addresses, using guest physical address, can be directly used by the hardware. Address space ballooning is different from traditional memory ballooning techniques. Memory ballooning is for memory usage @@ -756,7 +756,7 @@ Per-VM Local Graphics Memory GVT-g allows each VM to use the full local graphics memory spaces of its own, similar to the virtual address spaces on the CPU. The local -graphics memory spaces are only visible to the Render Engine in the GPU. +graphics memory spaces are visible only to the Render Engine in the GPU. Therefore, any valid local graphics memory address, programmed by a VM, can be used directly by the GPU. The GVT-g device model switches the local graphics memory spaces, between VMs, when switching render @@ -796,13 +796,13 @@ Per-VM Shadow PPGTT ------------------- To support local graphics memory access passthrough, GVT-g implements -per-VM shadow local page tables. The local graphics memory is only -accessible from the Render Engine. The local page tables have two-level +per-VM shadow local page tables. The local graphics memory is accessible +only from the Render Engine. The local page tables have two-level paging structures, as shown in :numref:`per-vm-shadow`. The first level, Page Directory Entries (PDEs), located in the global page table, points to the second level, Page Table Entries (PTEs) in -system memory, so guest accesses to the PDE are trapped and emulated, +system memory, so guest accesses to the PDE are trapped and emulated through the implementation of shared shadow global page table. GVT-g also write-protects a list of guest PTE pages for each VM. The @@ -838,11 +838,11 @@ In the system, there are three different schedulers for the GPU: - Mediator GVT scheduler - i915 Service VM scheduler -Since User VM always uses the host-based command submission (ELSP) model, +Because the User VM always uses the host-based command submission (ELSP) model and it never accesses the GPU or the Graphic Micro Controller (:term:`GuC`) directly, its scheduler cannot do any preemption by itself. -The i915 scheduler does ensure batch buffers are -submitted in dependency order, that is, if a compositor had to wait for +The i915 scheduler does ensure that batch buffers are +submitted in dependency order—that is, if a compositor has to wait for an application buffer to finish before its workload can be submitted to the GPU, then the i915 scheduler of the User VM ensures that this happens. @@ -879,23 +879,23 @@ context to preempt the current running context and then wait for the GPU engine to be idle. While the identification of workloads to be preempted is decided by -customizable scheduling policies, once a candidate for preemption is -identified, the i915 scheduler simply submits a preemption request to -the :term:`GuC` high-priority queue. Based on the HW's ability to preempt (on an +customizable scheduling policies, the i915 scheduler simply submits a +preemption request to the :term:`GuC` high-priority queue once a candidate for +preemption is identified. Based on the hardware's ability to preempt (on an Apollo Lake SoC, 3D workload is preemptible on a 3D primitive level with some exceptions), the currently executing workload is saved and preempted. The :term:`GuC` informs the driver using an interrupt of a preemption event occurring. After handling the interrupt, the driver submits the high-priority workload through the normal priority :term:`GuC` queue. As such, the normal priority :term:`GuC` queue is used for actual execbuf submission most -of the time with the high-priority :term:`GuC` queue only being used for the +of the time with the high-priority :term:`GuC` queue being used only for the preemption of lower-priority workload. Scheduling policies are customizable and left to customers to change if they are not satisfied with the built-in i915 driver policy, where all workloads of the Service VM are considered higher priority than those of the -User VM. This policy can be enforced through an Service VM i915 kernel command line -parameter, and can replace the default in-order command submission (no +User VM. This policy can be enforced through a Service VM i915 kernel command-line +parameter and can replace the default in-order command submission (no preemption) policy. AcrnGT @@ -903,7 +903,7 @@ AcrnGT ACRN is a flexible, lightweight reference hypervisor, built with real-time and safety-criticality in mind, optimized to streamline -embedded development through an open source platform. +embedded development through an open-source platform. AcrnGT is the GVT-g implementation on the ACRN hypervisor. It adapts the MPT interface of GVT-g onto ACRN by using the kernel APIs provided @@ -935,7 +935,7 @@ application: hypervisor through hyper-calls. - It provides user space interfaces through ``sysfs`` to the user space - ACRN-DM, so that DM can manage the lifecycle of the virtual GPUs. + ACRN-DM so that DM can manage the lifecycle of the virtual GPUs. AcrnGT in DM =============