{ Maíra Canal }

January Update: Finishing my Igalia CE

Date:

Tags: #igalia #graphics

2022 really passed by fast and after I completed the GSoC 2022, I’m now completing another milestone: my project in the Igalia Coding Experience and I had the best experience during those four months. I learned tremendously about the Linux graphics stack and now I can say for sure that I would love to keep working in the DRM community.

While GSoC was, for me, an experience to get a better understanding of what open source is, Igalia CE was an opportunity for me to mature my knowledge of technical concepts.

So, this is a summary report of my journey at the Igalia CE.

IGT tests to V3D


Initially, V3D only had three basic IGT tests: v3d_get_bo_offset, v3d_get_param, and v3d_mmap. So, the basic goal of my CE project was to add more tests to the V3D driver.

V3D is the driver that supports the Broadcom V3D 3.3 and 4.1 OpenGL ES GPUs, and is the driver that provides 3D rendering to the Raspberry Pi 4. V3D is composed of a tiled renderer, a TFU (Texture Formatting Unit), and a CSD (Compute Shader Dispatch).

During the CE, I was able to develop tests for almost all eleven V3D ioctls (except v3d_submit_tfu). I began writing tests to the v3d_create_bo ioctl and Performance Monitor (perfmon) related ioctls. I developed tests that check the basic functionality of the ioctls and I inspected the kernel code to understand situations where the ioctl should fail.

After those tests, I got the biggest challenge that I had on my CE project: performing a Mesa’s no-op job on IGT. A no-op job is one of the simplest jobs that can be submitted to the V3D. It is a 3D rendering job, so it is a job submitted through the v3d_submit_cl ioctl, and performing this job on IGT was fundamental to developing good tests for the v3d_submit_cl ioctl.

The main problem I faced on submitting a no-op job on IGT was: I would copy many and many Mesa files to IGT. And I took a while fighting against this idea, looking for other ways to submit a job to V3D. But, as some experience developers pointed out, packeting is the best option for it. So indeed, the final solution I came in with was to copy a couple of files from Mesa, but just three of them, which sounds reasonable.

So, after some time, I was able to bring the Mesa structure to IGT with minimal overhead. But, I was still not able to run a successful no-op job as the job’s fence wasn’t being signaled by the end of the job. Then, Melissa Wen guided me to experiment running CTS tests to inspect the no-op job. With the CTS tests, I was able to hexdump the contents of the packet and understand what was going on wrong in my no-op job.

Running the CTS in the Raspberry Pi 4 was a fun side-quest of the project and ended up resulting in a commit to the CTS repository, as CTS wasn’t handling appropriately the wayland-scanner for cross-compiling. CTS was picking the wayland-scanner from the host computer instead of picking the wayland-scanner executable available in the target sysroot. This was fixed with this simple patch:

Allow override of wayland_scanner executable

When I finally got a successful no-op job, I was able to write the tests for the v3d_submit_cl and v3d_wait_bo ioctls. On these tests, I tested primarily job synchronization with single syncobjs and multiple syncobjs. In this part of the project, I had the opportunity to learn a lot about syncobjs and different forms of synchronization in the kernel and userspace.

Having done the v3d_submit_cl tests, I developed the v3d_submit_csd tests in a similar way, as the job submission process is kind of similar. For submitting a CSD job, it is necessary to make a valid submission with a pipeline assembly shader and as IGT doesn’t have a shader compiler, so I hard-coded the assembly of an empty shader in the code. In this way, I was able to get a simple CSD job submitted, and having done that, I could now play around with mixing CSD and CL jobs.

In these tests, I could test the synchronization between two job queues and see, for example, if they were proceeding independently.

So, by the end of the review process, I will add 66 new sub-tests to V3D, having in total 72 IGT sub-tests! Those tests are checking invalid parameters, synchronization, and the proper behavior of the functionalities.

Patch/Series Status
[PATCH 0/7] V3D IGT Tests Updates Accepted
[PATCH 0/2] Tests for V3D/VC4 Mmap BO IOCTLs Accepted
[PATCH 0/4] Make sure v3d/vc4 support performance monitor In Review
[PATCH 0/6] V3D Job Submission Tests In Review
[PATCH 0/3] V3D Mixed Job Submission Tests In Review

Mesa

Apart from reading a lot of kernel code, I also started to explore some of the Mesa code, especially the v3dv driver. On Mesa, I was trying to understand the userspace use of the ioctls in order to create useful tests. While I was exploring the v3dv, I was able to make two very simple contributions to Mesa: fixing typos and initializing a variable in order to assure proper error handling.

Patch Status
v3dv: fix multiple typos Accepted
v3dv: initialize fd variable for proper error handling Accepted

IGT tests to VC4


VC4 and V3D share some similarities in their basic 3D rendering implementation. VC4 contains a 3D engine, and a display output pipeline that supports different outputs. The display part of the VC4 is used on the Raspberry Pi 4 together with the V3D driver.

Although my main focus was on the V3D tests, as the VC4 and V3D drivers are kind of similar, I was able to bring some improvements to the VC4 tests as well. I added tests for perfmons and the vc4_mmap ioctl and improved a couple of things in the tests, such as moving it a separate folder and creating a check to skip the VC4 tests if they are running on a Raspberry Pi 4.

Patch/Series Status
[PATCH 0/5] VC4 IGT Tests Updates Accepted
[PATCH 0/2] Tests for V3D/VC4 Mmap BO IOCTLs Accepted
[PATCH 0/4] Make sure v3d/vc4 support performance monitor In Review
tests/vc4_purgeable_bo: Fix conditional assertion In Review

Linux Kernel


V3D/VC4 drivers

During this process of writing tests to IGT, I ended up reading a lot of kernel code from V3D in order to evaluate possible userspace scenarios. While inspecting some of the V3D code, I could find a couple of small things that could be improved, such as using the DRM-managed API for mutexes and replacing open-coded implementations with their DRM counterparts.

Patch Status
drm/v3d: switch to drmm_mutex_init Accepted
drm/v3d: add missing mutex_destroy Accepted
drm/v3d: replace open-coded implementation of drm_gem_object_lookup Accepted

Although I didn’t explore the VC4 driver as much as the V3D driver, I also took a look at the driver, and I was able to detect a small thing that could be improved: using the DRM-core helpers instead of open-code. Moreover, after a report on the mailing list, I bisected a deadlock and I was able to fix it after some study about the KMS locking system.

Patch Status
drm/vc4: drop all currently held locks if deadlock happens Accepted
drm/vc4: replace drm_gem_dma_object for drm_gem_object in vc4_exec_info In Review
drm/vc4: replace obj lookup steps with drm_gem_objects_lookup In Review

The debugfs side-quest

The debugfs side-quest was a total coincidence during this project. I had some spare time and was looking for something to develop. While looking at the DRM TODO list, I bumped into the debugfs clean-up task and found it interesting to work on. So, I started to work on this task based on the previous work from Wambui Karuga, who was a Outreachy mentee and worked on this feature during her internship. By chance, when I talked to Melissa about it, she told me that she had knowledge of this project due to a past Outreachy internship that she was engaged on, and she was able to help me figure out the last pieces of this side-quest.

After submitting the first patch, introducing the debugfs device-centered functions, and converting a couple of drivers to the new structure, I decided to remove the debugfs_init hook from a couple of drivers in order to get closer to the goal of removing the debugfs_init hook. Moreover, during my last week in the CE, I tried to write a debugfs infrastructure for the KMS objects, which was another task in the TODO list, although I still need to do some rework on this series.

Patch/Series Status
[PATCH 0/7] Introduce debugfs device-centered functions Accepted
drm/debugfs: use octal permissions instead of symbolic permissions Accepted
drm/debugfs: add descriptions to struct parameters Accepted
[PATCH 0/7] Convert drivers to the new debugfs device-centered functions Accepted
[PATCH 0/13] drm/debugfs: Create a debugfs infrastructure for kms objects In Review

More side-quests

By the end of the CE, I was on my summer break from university, so I had some time to take a couple of side-quests in this journey.

The first side-quest that I got into originated in a failed IGT test on the VC4, the “addfb25-bad-modifier” IGT test. Initially, I proposed a fix only for the VC4, but after some discussion in the mailing list, I decided to move forward with the idea to create the check for valid modifiers in the DRM core. The series is still in review, but I had some great interactions during the iterations.

The second side-quest was to understand why the IGT test kms_writeback was causing a kernel oops in vkms. After some bisecting and some study about KMS’s atomic API, I was able to detect the problem and write a solution for it. It was pretty exciting to deal with vkms for the first time and to get some notion about the display side of things.

Patch/Series Status
drm/tests: Split drm_test_dp_mst_calc_pbn_mode into parameterized tests Accepted
drm/tests: Split drm_test_dp_mst_sideband_msg_req_decode into parameterized tests Accepted
tests/kms_addfb_basic: Avoid open-coded expressions Accepted
[PATCH 0/3] Check for valid framebuffer’s format In Review
drm/vkms: reintroduce prepare_fb and cleanup_fb functions Accepted

Next Steps


A bit different from the end of GSoC, I’m not really sure what are going to be my next steps in the next couple of months. The only thing I know for sure is that I will keep contributing to the DRM subsystem and studying more about DRI, especially the 3D rendering and KMS.

The DRI infrastructure is really fascinating and there is so much to be learn! Although I feel that I improved a lot in the last couple of months, I still feel like a newbie in the community. I still want to have more knowledge of the DRM core helpers and understand how everything glues together.

Apart from the DRM subsystem, I’m also trying to take some time to program more in Rust and maybe contribute to other open-source projects, like Mesa.

Acknowledgment


I would like to thank my great mentors Melissa Wen and André Almeida for helping me through this journey. I wouldn’t be able to develop this project without their great support and encouragement. They were an amazing duo of mentors and I thank them for answering all my questions and helping me with all the challenges.

Also, I would like to thank the DRI community for reviewing my patches and giving me constructive feedback. Especially, I would like to thank Daniel Vetter for answering patiently every single question that I had about the debugfs clean-up and to thank Jani Nikula, Maxime Ripard, Thomas Zimmermann, Javier Martinez Canillas, Emma Anholt, Simon Ser, Iago Toral, Kamil Konieczny and many others that took their time to review my patches, answer my questions and provide me constructive feedback.