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Khronos Vulkan

Introduction

Fine grained locking is a performance improvement for multithreaded workloads. It allows Vulkan calls from different threads to be validated in parallel, instead of being serialized by a global lock. Waiting on this lock causes performance problems for multi-threaded applications, and most Vulkan games are heavily multi-threaded. This feature has been tested with 15+ released games and improves performance in almost all of them, and many improve by about 150%.

This document describes the design of the optimization and is mainly targeted at ValidationLayer developers. Information on how to enable and disable the optimization can be found here.

Motivation

Many Vulkan games are highly multithreaded and are able to make use of all CPU cores available. For example, DoomEternal can use at least 16 cores, as shown by the Intel VTune Profiler.

alt_text

However, when the Vulkan ValidationLayer is enabled with the standard configuration, some cores spending nearly all of their time waiting (light green color)

alt_text

A great discussion of the id Tech 7 engine can be found here.

The largest location of wait time is ValidationObject::validation_object_mutex:

alt_text

ValidationObject is the base class for the objects used by each part of the validation layer (Core Validation, Best Practices, Synchronization, GPUAV, DebugPrintf, and others). Each part of validation will have its own set of ValidationObjects, and different parts (such as Core Validation and Synchronization) can run in parallel with each other. There is one ValidationObject created for every VkInstance and VkDevice in the program, and in most cases there will only be one of each. Almost every Vulkan call will need to contend on the lock for the VkDevice’s ValidationObject.

The following pseudo-code shows how a Vulkan call, vkFoo(), is handled by the validation layer:

    // PreCallValidate phase
    // layer_data is the per-VkInstance or VkDevice data saved by the layer
    // object_dispatch is a vector of the active ValidationObjects
    for (auto intercept : layer_data->object_dispatch) {
        auto lock = intercept->ReadLock();
        skip |= intercept->PreCallValidateFoo(...)
        if (skip) return VK_ERROR_VALIDATION_FAILED_EXT;
    }
    // PreCallRecord phase
    for (auto intercept : layer_data->object_dispatch) {
        auto lock = intercept->WriteLock();
        intercept->PreCallRecordFoo(...);
    }
    // call down to next layer / ICD
    VkResult result = DispatchFoo(...);
    // PostCallRecord phase
    for (auto intercept : layer_data->object_dispatch) {
        auto lock = intercept->WriteLock();
        intercept->PostCallRecordFoo(...);
    }

For most multithreaded programs where Vulkan is used from more than one thread, this lock will be the biggest performance cost from enabling validation. Additionally, the lock limits what optimizations are effective within the validation layer code. If any optimization adds work to the Pre/PostCallRecord phase of a Vulkan call to save more work in subsequent PreCallValidate phases, there is a high chance that it will cause a multithreaded program to be slower. This is because the Pre/PostCallRecord phases run with the read/write lock held for writing, which prevents any other threads using Vulkan from running, but the read lock held during PreCallValidate allows other threads to run PreCallValidate code in parallel.

Core validation changes

The current focus for optimization is core validation, implemented in the CoreChecks class. This is the most commonly used part of validation and it is complex and CPU intensive. CoreChecks and several other validation objects use common code for state tracking, implemented in the ValidationStateTracker class. Because of this, other validation objects may have bugs or performance issues from using these experimental changes.

Keep, but disable, validation_object_mutex

The ValidationObject methods ReadLock() and WriteLock() create lock guard objects that keep this mutex locked until they are destroyed. By overriding these methods to create the guards using the std::defer_lock policy, the returned lock guard will not actually lock the lock. This technique is also used by the Thread Safety and Object Tracking validation objects.

The CoreCheck's ValidationObject overrides these methods to optionally lock validation_object_mutex, depending on a runtime setting. If the environment variable VK_LAYER_FINE_GRAINED_LOCKING or the settings file value khronos_validation.fine_grained_locking is true, this lock will not be locked.

PRs:

corechecks: Add setting to enable fine-grained locking

Thread safety goals

Vulkan places much of the burden of thread safety on the application author, by requiring parameters to API calls to be externally synchronized by the calling code. The Thread Safety validation object performs checks to make sure that applications follow the synchronization requirements. It may be desirable to enable Thread Safety validation in the standard configurations so that users hit these errors before getting unexpected behavior from Core validation.

Because it is impossible to predict all possible ways an incorrect program behaves, we need to have limits on what is expected of core validation:

  • Programs that run without errors from Thread Safety validation
    • MUST not cause crashes in the validation layer
    • MUST produce the same set of errors when validation with or without validation_object_mutex locking enabled.
    • The order in which errors are output MAY change from run to run due to unpredictability of CPU thread scheduling.
  • Programs that have errors from Thread Safety validation
    • SHOULD not cause crashes in the validation layer
    • MAY produce incorrect output

Because validation often requires accessing objects in ways that go beyond their external synchronization requirements, locking will still be required in many parts of the code.

State Objects

All Vulkan handles except VkDevice and VkInstance have a state object storing information needed for validation. State objects all inherit from the vvl::StateObject class, and contain a combination of information determined at object creation time and information that changes based on how the object is used in other Vulkan API calls.

Instance and Device object maps

State objects are stored in type specific maps within ValidationStateTracker. The maps are set up with by macros declaring the handle type, the state object type and the name of the map member:

    VALSTATETRACK_MAP_AND_TRAITS(VkImage, vvl::Image, imageMap);

Each map is implemented using vvl::concurrent_unordered_map, which provides a locked map implementation and is already used elsewhere in the validation code. It is important to note that vvl::concurrent_unordered_map doesn’t allow thread safe iteration across the map without making a copy of it. There are a few places in the code where this is currently required but they are not in performance critical paths.

The macros set up metadata required for the use of templated accessor methods, Get<>() which returns a std::shared_ptr to the state object. Since only the map lookups will be guarded by a lock, Validate and Record entry points MUST hold the shared_ptr reference to ensure the state object isn’t deleted by another thread. Other functions that use state objects SHOULD use raw pointers or references unless there is an ownership transfer. (The Google C++ standard and the C++ Core Guidelines have more thorough explanations of this recommendation).

There are also locking requirements for state object construction and destruction. Any member data of the state object available at creation time MUST be initialized by the constructor. If the data is never changed after creation, the member MUST be declared const so that the compiler can catch new code that requires the member to change (which in turn will require thought about new thread safety requirements). State objects MUST be constructed by a call to std::make_shared<STATE_OBJECT>(...). Insertion into the handle -> state object map will happen in a new Add<STATE_OBJECT>() template method, which enforces locking. Destruction is handled by calls Destroy<STATE_OBJECT>() template method which removes the state object from the map and then call its Destroy() method. This indicates that the object has been destroyed at the Vulkan API level, even if its shared_ptr reference count has not yet reached 0. In short, the object maps MUST NOT contain partially constructed or destroyed objects.

PRs:

layers: Add Add() and Destroy() for handle map management

layers: Stomp old values in ValidationStateTracker::Add()

layers: Make many state tracker data members protected or private

layers: Remove non-template GetFoo() state tracker methods

layers: Only support shared_ptr Get<>() methods

layers: Use concurrent_ordered_map for state objects

layers: Use a write lock in vl_concurrent_unordered_map::clear()

Command Buffer State Validation

This part of validation checks that all Vulkan objects used by a command buffer have not been destroyed. To do this, CoreChecks maintains a tree of all Vulkan objects that are in use by another Vulkan object:

    // Parent nodes are stored as weak_ptrs to avoid cyclic memory dependencies.
    // Because weak_ptrs cannot safely be used as hash keys, the parents are stored
    // in a map keyed by VulkanTypedHandle. This also allows looking for specific
    // parent types without locking every weak_ptr.
    using NodeMap = vvl::unordered_map<VulkanTypedHandle, std::weak_ptr<vvl::StateObject>>;
  private:
    ReadLockGuard ReadLockTree() const { return ReadLockGuard(tree_lock_); }
    WriteLockGuard WriteLockTree() { return WriteLockGuard(tree_lock_); }

    // Set of immediate parent nodes for this object. For an in-use object, the
    // parent nodes should form a tree with the root being a command buffer.
    NodeMap parent_nodes_;
    // Lock guarding parent_nodes_, this lock MUST NOT be used for other purposes.
    mutable std::shared_mutex tree_lock_;

The tree is only accessible through methods of class vvl::StateObject. To allow the use of std::weak_ptr for parent references, vvl::StateObject inherits from std::enable_shared_from_thisvvl::StateObject. This adds a shared_from_this() method which returns a shared pointer to the object it is called on. This method is most often used to get a weak_ptr parent reference. In C++17, a weak_from_this() method is available which would be more concise and slightly more efficient. Using shared_from_this() only works on objects stored in shared pointers, which is why it state objects MUST be constructed with std::make_shared<>.

AddParent() and RemoveParent() manage the contents of the tree. For example, when creating a VkImageView, the vvl::ImageView will be added to vvl::Image’s parent_nodes_ with an AddParent(). During destruction of the VkImageView, the vvl::ImageView will be remove with a call to RemoveParent(). IMPORTANT: AddParent() uses shared_from_this(), which only works after the constructor finishes executing. A second phase constructor vvl::StateObject::LinkChildNodes() should be used to make AddParent() calls. LinkChildNodes() is called by the Add() method before inserting the new state object into the state object map.

Destroy() is called when the Vulkan object is destroyed. Note that because state objects are reference counted with a shared pointer, the state object might not be deleted and its destructor might not be called.

Invalidate() is called when the Vulkan object becomes invalid. Usually this is called from Destroy(), but in some cases descriptor sets call this when some of their descriptors are changed. Invalidate() recursively calls a private method, NotifyInvalidate(), to tell all parents that the child has become invalid.

InUse() recursively walks up the tree looking for a parent node that is a command buffer that has been submitted to a queue (i.e. in the pending state).

All of the above methods are guarded by the per-node tree_lock_, which MUST NOT be used for other purposes. A global tree lock implementation would have been simpler, but a prototype of it showed significant performance degradation, especially for large descriptor sets.

PRs:

layers: Add vvl::StateObject tree locking

Locking policy for state objects

State objects vary in complexity and thus have different policies for thread safety. The following sections describe these policies, with the most desirable options listed first.

Const only member data

It is very common for state objects to contain data that is set up at creation time and never modified. This data should be stored in const member data fields initialized by the state object constructor. This makes it clear to both the compiler and humans that the data is safe to access without locking.

The following objects have already been updated to meet the above construction requirements and now only have const data members. They do not require any additional locking. This is the best way to make a state object thread safe and should be used whenever possible!

  • VkSampler / vvl::Sampler
  • VkSamplerYcbcrConversion / vvl::SamplerYcbcrConversion
  • VkRenderPass / vvl::RenderPass
  • VkFramebuffer / vvl::Framebuffer
  • VkBufferView / vvl::BufferView
  • VkImageView / vvl::ImageView
  • VkPipelineLayout / vvl::PipelineLayout
  • VkDescriptorSetLayout / vvl::DescriptorSetLayout
  • VkQueryPool / vvl::QueryPool
  • VkShaderModule / vvl::ShaderModule
  • VkPipeline / Pipeline state

Other state objects SHOULD make member data fields const if possible.

Fully encapsulated and locked member data

For data that must change after object creation, the next best strategy is to make data members private and provide accessor methods that provide thread safe access. It is important to note that the common technique of returning const references from 'get' accessors is not thread safe, since this gives the caller unlocked access to memory that might then be modified by another thread. Instead, 'get' accessors should return a copy of the data so the caller is not affected by activity in other threads.

Thread safe accessors are very important for complex data structures such as vectors, sets, and maps. It may be possible in some cases to make simple counters or flags thread safe using std::atomic instead.

vvl::Surface is an example of a state object with fully encapsulated non-const data members.

Encapsulated with limited interactions with other state objects

In some cases, state objects need to interact with each other. If possible, this should be done through accessor methods that manage each objects locking. Usually each object should only hold a lock while modifying its own state, and only call methods on other state objects after unlocking. This helps to prevent deadlock. vvl::Queue, vvl::Semaphore and vvl::Fence are an example of encapsulated but interacting state objects.

Public non-const data and user controlled locking

vvl::CommandBuffer currently has many public non-const data members and does not manage its own locking. Instead it has public ReadLock() and WriteLock() methods to allow users to manage locking themselves. In most cases, this should be done by calling the state tracker GetRead() or GetWrite() methods to look up and then lock the state object. This is NOT a recommended model to follow in other state objects, as it is prone to deadlocks and race conditions. More effort will be put into refactoring vvl::CommandBuffer and validation code to hopefully simplify the locking of this state object.

The following sections cover state objects with non-const data and describe how they have been made threadsafe.

Instance Data

VkInstance / ValidationStateTracker

There it not any instance member data in ValidationStateTracker other than state object maps. It would be nice if there were separate classes for VkInstance and VkDevice state but that is beyond the scope of this project.

VkPhysicalDevice / vvl::PhysicalDevice

Since VkPhysicalDevice handles persist until the VkInstance is destroyed, it is not necessary to hold shared_ptr reference counts on them.

The queue_family_known_count field is an uint32_t storing the maximum property count used in a call to vkGetPhysicalDeviceQueueFamilyProperties2(). The vkGetPhysicalDeviceDisplayPlanePropertiesKHR_called field and display_plane_property_count uint32_t field are similar but for display plane properties.

The perf_counters map is a per-queue family map of the results of calls to vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCounters() which are not otherwise modified. These could be made const by adding query code to vvl::PhysicalDevice construction.

PRs:

layers: Set up vvl::Queue and vvl::PhysicalDevice at create time

Device Data

VkDevice / ValidationStateTracker

Since VkDevice’s state is a ValidationStateTracker, we don’t have a real C++ constructor. Instead Device state is set up in PostCallRecordCreateDevice(). The following members could be const, as they are set but never changed:

  • physical_device_state

  • instance_state

  • enabled_features

  • phys_dev_mem_props

  • phys_dev_props

  • phys_dev_props_core11

  • phys_dev_props_core12

  • device_group_create_info

  • physical_device_count

  • phys_dev_ext_props

  • cooperative_matrix_properties

  • device_queue_info_list

  • CoreChecks::validation_cache_path

State tracker Per-Device state that is changed:

  • ahb_ext_formats_map - map of android external format to VkFormatFeatureFlags. Thread safe because it uses vvl::concurrent_unordered_map.
  • custom_border_color_sampler_count - simple counter
  • performance_lock_acquired - boolean flag
  • fake_memory - fake address generator for synchronization validation, basically a uint64_t counter of the next free address

TODO: the counter flag members should be atomic.

Validation cache

CoreChecks::core_validation_cache is a pointer to class ValidationCache, which maintains a set of previously validated shader hashes. The ValidationCache manages locking for its underlying data structure.

Queue state

VkQueue / vvl::Queue

vvl::Queue tracks command buffers, semaphores and fences that have been submitted to the to the queue, but have not finished executing:

    struct QueueSubmission {
        struct SemaphoreInfo {
            std::shared_ptr<vvl::Semaphore> semaphore;
            uint64_t payload{0};
        };

        std::vector<std::shared_ptr<vvl::CommandBuffer>> cbs;
        std::vector<SemaphoreInfo> wait_semaphores;
        std::vector<SemaphoreInfo> signal_semaphores;
        std::shared_ptr<vvl::Fence> fence;
        uint32_t perf_submit_pass{0};
    };

    uint64_t seq_;
    std::deque<QueueSubmission> submissions_;

Each QueueSubmission structure contains the state for a single call to vkQueueSubmit(), vkQueueSubmit2() or vkQueueBindSparse(). They are stored in order in the submissions_ dequeue until the state tracker determines that they have completed execution.

seq_ is a sequence number that increments in every vkQueueSubmit() call. It is also stored in vvl::Semaphore and vvl::Fence, to track at what point in the queue they will signal.

vvl::Queue::submissions_ and seq_ are accessed during queue submissions, as well as when semaphore or fence state changes cause updates to the completion state of queues. In Vulkan calls to check the status of a fence or semaphore, the state tracker uses the sequence numbers to figure out how far execution of the queue has progressed and update the state of any objects earlier in the queue, which must have finished executing. Because this process happens in functions that do not require external synchronization on the queue, such as vkGetFenceStatus() and vkWaitSemaphores(), access to the dequeue and seq_ are lock guarded.

Snce VkQueues exist until their VkDevice is destroyed, it is not necessary to use shared pointers for every reference to them.

VkFence / vvl::Fence

vvl::Fence contains the following non-const members, which are used through accessor methods that manage locking:

    vvl::Queue *queue_{nullptr};
    uint64_t seq_{0};
    State state_;
    Scope scope_{kInternal};

This data is used to track the current state of the VkFence, and its position in the VkQueue that will signal it. vvl::Fence calls vvl::Queue::Retire() when it detects that the VkFence has been signaled. vvl::Queue::Retire() then updates its state for anything submitted before the fence.

VkSemaphore / vvl::Semaphore

vvl::Semaphore contains the following non-const members, which are used through accessor methods that manage locking:

    Scope scope_{kInternal};
    struct SemOp {
        enum OpType op_type; /* values: kNone, kWait, kSignal, kBinaryAcquire, kBinaryPresent */
        vvl::Queue *queue;
        uint64_t seq;
        uint64_t payload;
    };
    // the most recently completed operation
    SemOp completed_;
    uint64_t next_payload_;
    std::multiset<SemOp> operations_;

Vulkan semaphores are extremely complicated, and timeline semaphores behave very differently from binary semaphores. vvl::Semaphore behaves slightly differently depending on if it is used for a timeline or binary semaphore.

For timeline semaphores, the operations_ multiset stores all pending waits or signals, sorted by the SemOp::payload field, which is the user specified value. There can be multiple operations associated with each payload value and they can be added in almost any order. Additionally, one signal operation could cause many wait operations to be completed. All of these operations could be on different VkQueues. Because of this, the code for updating the state of the semaphore is more complex than for vvl::Fence:

// Remove completed operations and return highest sequence numbers for all affected queues
using RetireResult = vvl::unordered_map<vvl::Queue *, uint64_t>;
RetireResult Retire(vvl::Queue *queue, uint64_t payload);

RetireResult makes it possible to handle state changes for several queues. When called from vvl::Queue::Retire(), the RetireResult(s) for all QueueSubmission is saved until the end of the current queue's processing, so that Retire() can be called on other queues without any locks held. vvl::Semaphore::Retire() can also be called from vkWaitSemaphores() or vkGetSemaphoreCounterValueKHR(), but these cases are much simpler.

For binary semaphores, SemOp::payload is set from the next_payload_ counter. Each semaphore operation will have a unique payload value. Having a payload value lets binary semaphores be treated as very simple and restricted timeline semaphores in most of the code. Additionally, semaphores used with vkQueuePresentKHR() or vkAcquireNextImageKHR() must be treated specially because it isn't currently possible for the state tracker to reliably know when these semaphores change state.

PRs:

layers: Clean up vvl::Queue, vvl::Fence and vvl::Semaphore

layers: Further clean up of vvl::Fence, vvl::Semaphore and vvl::Queue

layers: Make vvl::Queue and related classes threadsafe

Command Buffers

VkEvent / vvl::Event

vvl::Event contains a counter to track if the event is set in a command buffer:

    int write_in_use;

It also tracks the stageMask used when setting the event, so that the wait stage mask can be validated if it occurs in a different command buffer:

     VkPipelineStageFlags2KHR stageMask;

TODO: These variables could be made thread safe using std::atomic<>.

VkCommandPool / vvl::CommandPool

The only dynamic data in vvl::CommandPool is a set of all the command buffers allocated from the pool:

    vvl::unordered_set<VkCommandBuffer> commandBuffers;

This state is only changed in Vulkan functions that require external synchronization of the VkCommandPool handle. TODO: currently this object is not lock guarded but it could be converted to work like vvl::DescriptorPool, which is.

VkCommandBuffer / vvl::CommandBuffer

vvl::CommandBuffer contains a large amount of data that is built up while commands are being recorded. There are around 30 non-const data members, so they are not listed here.

Some of this data is moved into global state during queue submission, while other data is no longer needed.

Command buffers have external synchronization requirements for every vkCmd*() function and most applications will use a command pool and the command buffers it creates from a single thread. Because of the complexity of this state object, it is still necessary to have a single lock to guard its data. A well behaved application will be unlikely to have multiple threads contending on this lock, and an incorrect application should be protected from crashing with minimal implementation complexity.

Command buffer locking is handled by the StateTracker::GetWrite<> and GetRead<> methods, which MUST be used instead of Get<>. These methods return a LockedSharedPtr object which includes a read or write lock guard so that is held as long as the shared pointer is valid.

This scheme is fragile and likely to evolve in the future. In the meantime, developers should be especially worried about deadlock by calling GetRead<> or GetWrtite<> multiple times on the same command buffer in a single validation hook command. For example, the following hook functions were buggy in their initial implementations:

 void CoreChecks::PreCallRecordCmdPipelineBarrier2(VkCommandBuffer commandBuffer,
                                                   const VkDependencyInfo *pDependencyInfo) {
    // BUG: this method gets a write lock
    auto cb_state = GetWrite<vvl::CommandBuffer>(commandBuffer);
    RecordBarriers(Func::vkCmdPipelineBarrier2, cb_state.get(), *pDependencyInfo);
    TransitionImageLayouts(cb_state.get(), pDependencyInfo->imageMemoryBarrierCount,
                           pDependencyInfo->pImageMemoryBarriers);
    // BUG: the state tracker method ALSO gets a write lock, which deadlocks!
    StateTracker::PreCallRecordCmdPipelineBarrier2(commandBuffer, pDependencyInfo);
 }

The recommended fix for the above code is to call the state tracker method BEFORE the corechecks code that locks the command buffer, or to scope {} the corechecks code so that the LockedSharedPtr is destroyed and unlocked before the state tracker method is called.

Another example:

bool CoreChecks::PreCallValidateCmdSetScissorWithCount(VkCommandBuffer commandBuffer, uint32_t scissorCount,
                                                       const VkRect2D *pScissors) const {
    // BUG: this method takes a read lock
    auto cb_state = GetRead<vvl::CommandBuffer>(commandBuffer);
    bool skip = false;
    // BUG: This helper method also called GetRead<>(), which will deadlock
    skip |= ValidateExtendedDynamicState(commandBuffer, CMD_SETSCISSORWITHCOUNT, ...);
    skip |= ForbidInheritedViewportScissor(cb_state.get(), "VUID-vkCmdSetScissorWithCount-commandBuffer-04820", error_obj.location);

    return skip;
}

This code will deadlock if the code is compiled using C++11, which uses std::mutex because std::shared_mutex (or std::shared_timed_mutex) aren't supported. The recommended fix for this case is to not make helper methods that call GetRead<>, instead pass in a reference to the state object:

      skip |= ValidateExtendedDynamicState(*cb_state, CMD_SETSCISSORWITHCOUNT, ...);

Note that not all legacy code, such as ForbidInheritedViewportScissor() has been completely cleaned up yet. That method takes both the vulkan handle and a state object pointer as arguments, which is safe but redundant.

Command buffer submission processing

Queries

During queue submission, query validation is performed via lambda functions added to vvl::CommandBuffer::query_updates by various CoreChecks methods. During the Validate phase, these are executed with the do_validate parameter set to true. And they are executed again during PostRecord with do_validate set to false. During submission, the final state of each QueryObject is updated into the corresponding vvl::QueryPool object, which has a thread safe interface. When the command buffer is retired, all used QueryObject states are reset to AVAILABLE.

Events

Similar to queries, there are callbacks that validate and record event stage mask transitions in the command buffer. During submission the final stage mask generated by the command buffer is updated into vvl::Event::stageMask so that it becomes globally visible.

Additionally, any events that are set or reset in the command buffer have vvl::Event::write_in_use incremented during submission and decremented when the command buffer is retired.

Image Layout

Image Layout state is recorded and validated twice. During command recording, data in vvl::CommandBuffer is used to track the current layouts as commands are recorded. During queue submission, the layout state is validated again and then copied into a global data structure so that it can be used in subsequent command buffers. This validation is discussed in more detail in the VkImage / vvl::Image section.

QFO Transfers

CoreChecks maintains a maps of buffers and images involved in Queue Family Ownership transfer barriers:

GlobalQFOTransferBarrierMap<QFOImageTransferBarrier> qfo_release_image_barrier_map;
GlobalQFOTransferBarrierMap<QFOBufferTransferBarrier> qfo_release_buffer_barrier_map;

These maps are updated from per-CB maps during queue submission. Because QFO inherently involves multiple queues, access from multiple threads is likely. These data structures have been converted to use vvl::concurrent_unordered_map, which is thread safe.

PRs:

layers: Move state tracker methods to vvl::CommandBuffer

practices: Use subclassed vvl::CommandBuffer

layers: Use subclassed vvl::CommandBuffer in DebugPrintf and GpuAV

layers: Move command counting to vvl::CommandBuffer::RecordCmd()

layers: Move DescriptorSet cached validation to vvl::CommandBuffer layers: Remove excess state object lookups

corechecks: Remove extra CommandBuffer, Image and ImageView Get<> calls

layers: Make vvl::CommandBuffer threadsafe

layers: Make global QFO and Image Layout state threadsafe

corechecks: Remove extra GetRead() call in dynamic rendering

layers: Clean up result variable declarations for GetRead<>(), GetWrite<>(), Get<>() and shared_ptr<>.get()

Memory objects

VkDeviceMemory / vvl::DeviceMemory

vvl::DeviceMemory only contains dynamic member data related to vkMemoryMap() and vkMemoryUnmap() calls, which require the VkDeviceMemory handle to be externally synchronized:

    struct MemRange {
        VkDeviceSize offset = 0;
        VkDeviceSize size = 0;
    };
    MemRange mapped_range;
    void *p_driver_data;             // Pointer to application's actual memory

The p_driver_data pointer is only used by Best Practices validation, but it is used in vkCmdDrawIndexed(). It may require further review when Best Practices no longer uses the ValidationObject lock.

vvl::Bindable

vvl::Bindable is an abstract class representing something that can have VkDeviceMemory handles bound to it. It is used by the state objects for VkImages, VkBuffers and VkAccelerationStructureNVs. It tracks the state for bound memory in a map, which will have 0 or 1 entries except for when sparse memory is being used:

    struct MEM_BINDING {
        std::shared_ptr<vvl::DeviceMemory> mem_state;
        VkDeviceSize offset;
        VkDeviceSize size;
    };
    using BoundMemoryMap = small_unordered_map<VkDeviceMemory, MEM_BINDING, 1>;
    BoundMemoryMap bound_memory_;

This map is used to check memory has been bound to an object, and if the bound memory has been prematurely destroyed. Some of these checks occur in Descriptor validation so they are performance critical. It may be possible to avoid any access to the map by having a separate member tracking the count of bindings in the map and a flag indicating that a binding was destroyed.

TODO: bound_memory_ is not thread safe if applications violate the Vulkan thread safety requirements. It might be worthwhile to handle non-sparse and sparse separately somehow.

VkImage / vvl::Image

vvl::Image contains flags used by Best Practices to ensure memory requirements are checked:

    std::array<bool, MAX_PLANES> memory_requirements_checked;
    bool get_sparse_reqs_called;
    bool sparse_metadata_bound;

TODO: These need to be made thread safe when Best Practices validation supports fine grained locking.

Swapchain state

These fields are set by vkGetSwapchainImagesKHR() or vkBindImageMemory2(), because of the latter they cannot be const, but they do not change after being set:

    std::shared_ptr<SWAPCHAIN_NODE> bind_swapchain;
    uint32_t swapchain_image_index;

These fields are set by vkQueuePresentKHR():

    bool shared_presentable;
    bool layout_locked;

TODO: These flags should probably be std::atomic<>

Fragment Encoder

The fragment_encoder is used by synchronization validation:

    std::unique_ptr<const subresource_adapter::ImageRangeEncoder> fragment_encoder;

For ‘normal’ images it is set during creation, but for android AHB external images the image layout cannot be figured out until memory is bound. Once this object is allocated, it does not change for the lifetime of the image.

Image Layouts

vvl::Image maintains the global version of the image's layout state:

  class GlobalImageLayoutRangeMap : public subresource_adapter::BothRangeMap<VkImageLayout, 16> {
  public:
    GlobalImageLayoutRangeMap(index_type index) : BothRangeMap<VkImageLayout, 16>(index) {}
    ReadLockGuard ReadLock() const { return ReadLockGuard(lock_); }
    WriteLockGuard WriteLock() { return WriteLockGuard(lock_); }

  private:
    mutable std::shared_mutex lock_;
  };

  std::shared_ptr<GlobalImageLayoutRangeMap> layout_range_map;

This map entry for an image is updated from the per-command buffer layout state during queue submission. The entry is also read when an image is used by a Vulkan command, to initialize the per-command buffer layout state. The “guts” of BothRangeMap is a std::map used to maintain per-subresource layout state for the image. Updating or reading BothRangeMap is CPU intensive and it is a major performance bottleneck, especially for applications using large ‘bindless’ descriptor sets.

TODO: Locking of the GlobalImageLayoutRangeMap is currently managed by the calling code, but it is possible this can be encapsulated at some point.

For images created with VK_IMAGE_CREATE_ALIAS_BIT or bound to the same swapchain index, multiple images will share the same layout state by copying the layout_range_map shared_ptr, rather than creating a new map.

Each vvl::CommandBuffer maintains its own copy of the image layout state, in a different data structure:

   typedef vvl::unordered_map<const vvl::Image *,
                                    std::shared_ptr<ImageLayoutRegistry>>  CommandBufferImageLayoutMap;
   CommandBufferImageLayoutMap image_layout_map;
   typedef vvl::unordered_map<const GlobalImageLayoutRangeMap *,
                                     std::shared_ptr<ImageLayoutRegistry>>
                                                                               CommandBufferAliasedLayoutMap;
   CommandBufferAliasedLayoutMap aliased_image_layout_map;  // storage for potentially aliased images

The image_layout_map maintains a local copy of the layout state for any images used by the command buffer. It is used to update the global image states once the command buffer is submitted for execution. The aliased_image_layout_map is used to make sure aliasing images share their local state so that they update correctly.

PRs:

layers: Make global QFO and Image Layout state threadsafe

VkBuffer / vvl::Buffer

vvl::Buffer has a flag used only by Best Practices:

    bool memory_requirements_checked;

And vvl::Buffer::deviceAddress field is used for lookups in a separate map used by ray tracing validation in CoreChecks and GPUAV:

    vvl::concurrent_unordered_map<VkDeviceAddress, vvl::Buffer*> buffer_address_map_;

The deviceAddress field can only be set after memory is bound to the buffer, so it cannot be const. But once it is set it is not modified.

VkAccelerationStructureKHR / vvl::AccelerationStructureKHR

There are separate state objects for the KHR and NV versions of the extensions. Unfortunately, due to differences in how memory is bound in the 2 extensions, these objects cannot be easily combined.

The build_info state is set by vkCmdBuildAccelerationStructuresKHR() and similar functions. There are no external synchronization requirements for the acceleration structure handle on these functions, so these fields may need to be lock guarded:

    safe_VkAccelerationStructureBuildGeometryInfoKHR build_info_khr;
    bool built = false;

This field is set up in vkBindAccelerationStructureMemoryNV() and only used by GPUAV:

    uint64_t opaque_handle = 0;

PRs: layers: Refactor and improve acceleration structure state tracking

VkSwapchainKHR / SWAPCHAIN_NODE

SWAPCHAIN_NODE contains dynamic data about the state of its images:

    struct SWAPCHAIN_IMAGE {
        vvl::Image *image_state = nullptr;
        VkDeviceSize fake_base_address = 0;
        bool acquired = false;
    };

    std::vector<SWAPCHAIN_IMAGE> images;
    bool retired = false;
    uint64_t max_present_id = 0;
    uint32_t acquired_images = 0;

Some of this data is set in vkGetSwapchainImagesKHR() and vkBindImageMemory2KHR() with VkBindImageMemorySwapchainInfoKHR, which do not require the swapchain to be externally synchronized.

TODO: Accesses to most of these fields will need to be atomic or lock guarded.

VkSurfaceState / vvl::Surface

vvl::Surface tracks the results of several calls that involve both VkPhysicalDevice and VkSurface:

    struct GpuQueue {
        VkPhysicalDevice gpu;
        uint32_t queue_family_index;
    };
    vvl::unordered_map<GpuQueue, bool> gpu_queue_support;
    vvl::unordered_map<GpuQueue, bool> gpu_queue_support_;
    vvl::unordered_map<VkPhysicalDevice, std::vector<VkPresentModeKHR>> present_modes_;
    vvl::unordered_map<VkPhysicalDevice, std::vector<VkSurfaceFormatKHR>> formats_;
    vvl::unordered_map<VkPhysicalDevice, VkSurfaceCapabilitiesKHR> capabilities_;

On some platforms, these calls are extremely slow. Therefore we cannot pre-query all possible combinations at surface creation time. These fields are updated when the application calls the appropriate function or when the ValidationObject needs a value that the application hasn’t ever looked up. This data is fully encapsulated by accessor methods that manage the locking.

Also, surfaces are instance level objects but they hold a reference on the current swapchain, which is a device level object. Care must be taken to ensure that device destruction cleans up these references.

PRs:

layers: Make vvl::Surface, vvl::DescriptorPool, vvl::QueryPool and ValidationCache threadsafe

layers: Don't pre-query surface attributes during creation

Descriptor sets

VkDescriptorPool / vvl::DescriptorPool

All of the dynamic data in vvl::DescriptorPool is associated with tracking the currently allocated descriptor sets and the remaining resources available for allocating new ones:

   // Collection of all sets in this pool`
    vvl::unordered_set<vvl::DescriptorSet *> sets;
    // Available descriptor sets in this pool
    uint32_t availableSets;
    // Available # of descriptors of each type in this pool
    std::map<uint32_t, uint32_t> availableDescriptorTypeCount;

This data is fully encapsulated by accessor methods that manage the locking.

PRs:

layers: Make vvl::Surface, vvl::DescriptorPool, vvl::QueryPool and ValidationCache threadsafe

VkDescriptorSet / vvl::DescriptorSet

Descriptor set validation, especially of image descriptors, is currently the most CPU intensive part of validation. The state for descriptor sets consists mostly of an efficient way to store descriptors of various types in a single vector:

    std::vector<DescriptorBackingStore> descriptor_store_;
    std::vector<std::unique_ptr<Descriptor, DescriptorDeleter>> descriptors_;

The external synchronization requirements for descriptor sets have been loosened over time and are extremely complex. When VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT is used, descriptors within the set may be updated from different threads and after the command buffer has been submitted to a queue. The vectors above are set up in the constructor and not resized aftewards. However individual entries in descriptors_ are updated and the updates may happen simultaneously from different threads. TODO: This is not thread safe for applications that do not follow Vulkan thread safety guidelines, but fixing it will probably have a massive performance impact.

TODO: The following variables need to be made const:

uint32_t variable_count_;
// For a given dynamic offset index in the set, map to associated index of the descriptors in the set
std::vector<size_t> dynamic_offset_idx_to_descriptor_list_;

TODO: only used by push descriptors and effectively guarded by vvl::CommandBuffer locking

std::vector<safe_VkWriteDescriptorSet> push_descriptor_set_writes;
PRs:

layers: Simplify push DescriptorSet management

VkQueryPool / vvl::QueryPool

vvl::QueryPool contains a 2 dimensional array tracking the current state of each query in the pool:

    std::vector<small_vector<QueryState, 1>> query_states_;

This data is fully encapsulated by accessor methods that manage the locking.

PRs:

layers: remove global queryToStateMap

layers: Make vvl::Surface, vvl::DescriptorPool, vvl::QueryPool and ValidationCache threadsafe

Testing

Unit tests

Multithreading is limited to the following test cases:

  • NegativeThreading.CommandBufferCollision
  • NegativeThreading.UpdateDescriptorCollision
  • PositiveThreading.UpdateDescriptorUpdateAfterBindNoCollision
  • PositiveThreading.DisplayObjects
  • PositiveThreading.DisplayPlaneObjects
  • PositiveThreading.NullFenceCollision

CTS

The following test cases are multithreaded:

  • dEQP-VK.api.object_management.multithreaded_per_thread_device.*
  • dEQP-VK.api.object_management.multithreaded_shared_resources.*
  • dEQP-VK.synchronization.internally_synchronized_objects.*
  • dEQP-VK.synchronization.timeline_semaphore.two_threads.*
  • dEQP-VK.ray_tracing_pipeline.acceleration_structures.host_threading.*
  • dEQP-VK.ray_tracing_pipeline.pipeline_library.configurations.multithreaded_compilation
  • dEQP-VK.ray_query.acceleration_structures.host_threading.*

Gfxrecon traces

gfxrecon-replay renders from a single thread. LunarG internal CI includes a performance regression suite which runs many game replays. These tests will not show performance changes due to locking but they are still useful for measuring aspects of performance not related to multi threading.

Game engine testing

LunarG internal CI testing currently includes 1 multi-threaded Vulkan game which runs a deterministic replay. Work is in progress to expand this testing to include additional Vulkan games and some DX11 / DX12 games running on Proton.