Files
rocm-systems/projects
SaleelK 6b28faa532 clr: Implement per-stream SDMA engine affinity for improved copy performance (#2480)
Problem:
The existing SDMA engine selection logic had several issues:
1. Same VirtualGPU/stream could use different SDMA engines for consecutive
   async copies since copy_engine_status may report engines as busy
2. Busy and Preferred engine check for every copy
3. No global tracking of which VirtualGPU uses which engine, leading to
   suboptimal resource allocation

Solution:
Implemented a global SDMA engine allocator with per-stream affinity:

- Added Device::SdmaEngineAllocator to manage VirtualGPU → engine assignments
  * Maintains global map of active assignments
  * Enforces exclusivity: different streams use different engines (except
    inter-GPU copies where preferred engines are prioritized for optimal
    hardware paths like XGMI links)
  * Thread-safe allocation/release with Monitor lock

- Modified VirtualGPU to cache assigned engine locally (assigned_sdma_engine_)
  for fast lookup without map access on hot path

- Refactored rocrCopyBuffer() to:
  1. Check local cached engine first → use if assigned
  2. Call AllocateSdmaEngine() if not assigned → cache result

- Moved HSA API queries (memory_copy_engine_status, memory_get_preferred_copy_engine)
  into AllocateEngine() for cleaner separation of concerns

- Engine release on HostQueue::finish() instead of only VirtualGPU destruction
  * Improves engine utilization by releasing earlier
  * Added virtual ReleaseSdmaEngines() method to device::VirtualDevice

- Added future path for simple round-robin allocation (kUseSimpleRR) for
  next-gen GPUs with uniform SDMA bandwidth (disabled by default)

Cleanup:
- Removed selectSdmaEngine() helper (logic moved to allocator)
- Removed getSdmaRWMasks() (allocator accesses maxSdmaReadMask_/WriteMask_ directly)
- Removed unused sdmaEngineReadMask_/WriteMask_ member variables from DmaBlitManager

Benefits:
- Ensures consistent per-stream SDMA engine usage
- Prevents cross-stream contention and engine thrashing
- Prioritizes hardware-optimal paths for inter-GPU transfers
- Better resource utilization through earlier release
- Cleaner, more maintainable code structure
2026-01-07 19:37:45 -08:00
..
2025-12-15 11:57:18 -08:00