Re: [PATCH 0/3] usb: gadget: uvc: allocate requests based on frame interval length and buffersize

From: Michael Grzeschik
Date: Wed May 22 2024 - 07:16:24 EST


On Tue, Apr 23, 2024 at 04:23:23PM -0700, Avichal Rakesh wrote:


On 4/23/24 07:25, Michael Grzeschik wrote:
Ccing:

Michael Riesch <michael.riesch@xxxxxxxxxxxxxx>
Thinh Nguyen <Thinh.Nguyen@xxxxxxxxxxxx>

On Mon, Apr 22, 2024 at 05:21:09PM -0700, Avichal Rakesh wrote:
On 4/21/24 16:25, Michael Grzeschik wrote:
On Tue, Apr 09, 2024 at 11:24:56PM +0200, Michael Grzeschik wrote:
This patch series is improving the size calculation and allocation
of the uvc requests. Using the currenlty setup frame duration of the
stream it is possible to calculate the number of requests based on the
interval length.

The basic concept here is right. But unfortunatly we found out that
together with Patch [1] and the current zero length request pump
mechanism [2] and [3] this is not working as expected.

The conclusion that we can not queue more than one frame at once into
the hw led to [1]. The current implementation of zero length reqeusts
which will be queued while we are waiting for the frame to finish
transferring will enlarge the frame duration. Since every zero-length
request is still taking up at least one frame interval of 125 us.

I haven't taken a super close look at your patches, so please feel free
to correct me if I am misunderstanding something.

It looks like the goal of the patches is to determine a better number
and size of usb_requests from the given framerate such that we send exactly
nreqs requests per frame where nreqs is determined to be the exact number
of requests that can be sent in one frame interval?

It does not need to be the exact time, actually it may not be exact.
Scattering the data over all requests would not leave any headroom for
any latencies or overhead.

IIUC, patch 3/3 sets the number of requests to frameinterval / 125 us,
which gives us the number of requests we can send in exactly one frame interval,
and then sets the size of the request as max framesize / nreq, which means the
frames will be evenly divided up into all available requests (with a little
fuzz factor here and there).

This effectively means that (assuming no other delays) one frame will take
~one frameinterval to be transmitted?

In theory yes. But we have to add some headroom delay into the
calculation. The worst case we have to takle here is to leave the
encoding thread enough time to encode one full frame.

As the logic stands, we need some 0-length requests to be circulating to
ensure that we don't miss ISOC deadlines. The current logic unconditionally
sends half of all allocated requests to be circulated.

With those two things in mind, this means than video_pump can at encode
at most half a frame in one go, and then has to wait for complete
callbacks to come in. In such cases, the theoretical worst case for
encode time is
125us * (number of requests needed per frame / 2) + scheduling delays
as after the first half of the frame has been encoded, the video_pump
thread will have to wait 125us for each of the zero length requests to
be returned.

The underlying assumption behind the "queue 0-length requests" approach
was that video_pump encodes the frames in as few requests as possible
and that there are spare requests to maintain a pressure on the
ISOC queue without hindering the video_pump thread, and unfortunately
it seems like patch 3/3 is breaking both of them?

Right.

Assuming my understanding of your patches is correct, my question
is: Why do we want to spread the frame uniformly over the requests
instead of encoding it in as few requests as possible. Spreading
the frame over more requests artificially increases the encode time
required by video_pump, and AFAICT there is no real benefit to it?

Thinh gave me the advise that it is better to use the isoc stream
constantly filled. Rather then streaming big amounts of data in the
beginning of an frameinterval and having then a lot of spare time
where the bandwidth is completely unsused.

In our reallife scenario streaming big requests had the impact, that
the dwc3 core could not keep up with reading the amount of data
from the memory bus, as the bus is already under heavy load. When the
HW was then not able to transfer the requested and actually available
amount of data in the interval, the hw did give us the usual missed
interrupt answer.

Using smaller requests solved the problem here, as it really was
unnecessary to stress the memory and usb bus in the beginning as
we had enough headroom in the temporal domain.

Ah, I see. This was not a consideration, and it makes sense if USB
bus is under contention from a few different streams. So the solution
seems to be to spread the frame of as many requests as we can transmit
in one frameinterval?

Right.

As an experiment, while we wait for others to respond, could you try
doubling (or 2.5x'ing to be extra safe) the number of requests allocated
by patch 3/3 without changing the request's buffer size?

It won't help with the error reporting but should help with ensuring
that frames are sent out in one frameinterval with little to no
0-length requests between them.

This is okay, but will not help since we have to wait for the frame to
finish.

The idea is that video_pump will have enough requests available to fully
encode the frame in one burst, and another frame's worth of request will be
re-added to req_free list for video_pump to fill up in the time that the next
frame comes in.

Right but because of the zero requests between the frame finish request
we will unnecessary blow up the frame duration. Although there are not
many zero-requests.

Which then led to the conclusion that the number of needed requests
per image frame interval is calculatable since we know the usb
interval length.

@Thinh: Correct me if I am saying something wrong here.

Therefor to properly make those patches work, we will have to get rid of
the zero length pump mechanism again and make sure that the whole
business logic of what to be queued and when will only be done in the
pump worker. It is possible to let the dwc3 udc run dry, as we are
actively waiting for the frame to finish, the last request in the
prepared and started list will stop the current dwc3 stream and  for
no underruns will occur with the next ep_queue.

One thing to note here: The reason we moved to queuing 0-length requests
from complete callback was because even with realtime priority, video_pump
thread doesn't always meet the ISOC queueing cadence. I think stopping and
starting the stream was briefly discussed in our initial discussion in
https://lore.kernel.org/all/20230419001143.pdxflhzyecf4kvee@xxxxxxxxxxxx/
and Thinh mentioned that dwc3 controller does it if it detects an underrun,
but I am not sure if starting and stopping an ISOC stream is good practice.

The realtime latency aspect is not an issue anymore if we ensure that we
always keep only one frame in the hw ring buffer. When the pump worker
ensure that it will always run through one full frame the scheduler has
no chance to break our running dwc3 stream. Since the pump is running
under a while(1) this should be possible.

I'll wait for your patch to see, but are you saying that we should have the
pump worker busy spinning when there are no frames available? Cameras cannot
produce frames fast enough for video_pump to be constantly encoding frames.
IIRC, "encoding" a frame to usb_requests took less than a ms or two on my
device, and frame interval is 33ms for a 30fps stream, so the CPU would be
busy spinning for ~30ms which is an unreasonable time for a CPU to be
idling.

I hope the whole Idea got much clearer to you while I was discussing the
topic and the roadmap with Thinh the last days.

Also with the request amount precalculation we can always encode the
whole frame into all available requests and don't have to wait for
requests to be available again.

Together with the latest knowladge about the underlying hw we even need to only
keep one frame in the HW ring buffer. Since we have some interrupt latency,
keeping more frames in the ring buffer, would mean that we are not able to tag
the currently streamed frame properly as errornous if the dwc3 hw ring buffer
is already telling the host some data about the next frame. And as we already
need to wait for the end of the frame to finish, based on the assumption that
only one frame is enqueued in the ring buffer the hw will stop the stream and
the next requst will start a new stream. So there will no missed underruns be
happening.

So the main fact here is, that telling the host some status about a
frame in the past is impossible! Therefor the first request of the next
hw stream need to be the one that is telling the Host if the previous frame
is ment to be drawn or not.

This is a fair point, but the timing on this becomes a little difficult if
the frame is sent over the entire frameinterval. If we wait for the entire
frame to be transmitted, then we have 125us between the last request of a
frame being transmitted and the first request of the next frame being
queued. The userspace app producing the frames will have timing variations
larger than 125us, so we cannot rely on a frame being available exactly as
one frame is fully transmitted, or of us being notified of transmission
status by the time the next frame comes in.


Someone better versed in USB protocol can probably confirm, but it seems
somewhat hacky to stop the ISOC stream at the end of the frame and restart
with the next frame.

All I know is that the HW mechanism that is reading from the trb ring buffer is
started or stopped I don't know if really the ISOC stream is stopped and
restarted here or what that means on the real wire. And if so, I am unsure if
that is really a problem or not. Thinh?

Oh? That's great! If the controller can keep the ISOC stream from underruning
without the gadget feeding it 0-length requests, then we can simplify the
gadget side implementation quite a bit!

Exactly that is the case.

Can you followup to my discussion with Thinh and add your thougts
to the whole idea.

Regards,
Michael

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