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Investigating Split Locks on x86-64

chipsandcheese.com

1–10 of 30 posts

Re: Investigating Split Locks on x86-64

#2
Cool investigation. This part perplexes me, though:

> Games have apparently been using split locks for quite a while, and have not created issues even on AMD’s Zen 2 and Zen 5.

For the life of me I don't understand why you'd ever want to do an atomic operation that's not naturally aligned, let alone one split across cache lines....

Re: Investigating Split Locks on x86-64

#3

Cool investigation. This part perplexes me, though: > Games have apparently been using split locks for quite a while, and have not created issues even on AMD’s Zen 2 and Zen 5. For the life of me I don't understand why you'd ever want to do an atomic operation that's not naturally aligned, let alone one split across cache lines....

> For the life of me I don't understand why you'd ever want to do an atomic operation that's not naturally aligned, let alone one split across cache lines....

I assume they force packed their structure and it's poorly aligned, but x86 doesn't fault on unaligned access and Windows doesn't detect and punish split locks, so while you probably would get better performance with proper alignment, it might not be a meaningful improvement on the majority of the machines running the program.

Re: Investigating Split Locks on x86-64

#4
post #3

Cool investigation. This part perplexes me, though: > Games have apparently been using split locks for quite a while, and have not created issues even on AMD’s Zen 2 and Zen 5. For the life of me I don't understand why you'd ever want to do an atomic operation that's not naturally aligned, let alone one split across cache lines....

> For the life of me I don't understand why you'd ever want to do an atomic operation that's not naturally aligned, let alone one split across cache lines.... I assume they force packed their structure and it's poorly aligned, but x86 doesn't fault on unaligned access and Windows doesn't detect and punish split locks, so while you probably would get better performance with proper alignment, it might not be a meaningf…

Ah, that's a great hypothesis. I wonder, then, how it works with x86 emulation on ARM. IIRC, atomic ops on ARM fault if the address isn't naturally aligned... but I guess the runtime could intercept that and handle it slowly.

Re: Investigating Split Locks on x86-64

#5
post #3

Earlier quoted context omitted.

> For the life of me I don't understand why you'd ever want to do an atomic operation that's not naturally aligned, let alone one split across cache lines.... I assume they force packed their structure and it's poorly aligned, but x86 doesn't fault on unaligned access and Windows doesn't detect and punish split locks, so while you probably would get better performance with proper alignment, it might not be a meaningf…

Ah, that's a great hypothesis. I wonder, then, how it works with x86 emulation on ARM. IIRC, atomic ops on ARM fault if the address isn't naturally aligned... but I guess the runtime could intercept that and handle it slowly.

An emulated x86 atomic instruction wouldn’t need to use atomic instructions on ARM.

Re: Investigating Split Locks on x86-64

#6

Earlier quoted context omitted.

Ah, that's a great hypothesis. I wonder, then, how it works with x86 emulation on ARM. IIRC, atomic ops on ARM fault if the address isn't naturally aligned... but I guess the runtime could intercept that and handle it slowly.

An emulated x86 atomic instruction wouldn’t need to use atomic instructions on ARM.

Why not?

Re: Investigating Split Locks on x86-64

#7
post #6

Earlier quoted context omitted.

An emulated x86 atomic instruction wouldn’t need to use atomic instructions on ARM.

Why not?

They don’t have to match.

As an example, what about a divide instruction. A machine without an FPU can emulate a machine that has one. It will legitimately have to run hundreds/thousands of instructions to emulate a single divide instruction, it will certainly take longer.

Thats OK, just means the emulation is slower doing that than something like add that the host has a native instruction for. In ‘emulator time’ you still only ran one instruction. That world is still consistent.

Re: Investigating Split Locks on x86-64

#8
post #3

Earlier quoted context omitted.

> For the life of me I don't understand why you'd ever want to do an atomic operation that's not naturally aligned, let alone one split across cache lines.... I assume they force packed their structure and it's poorly aligned, but x86 doesn't fault on unaligned access and Windows doesn't detect and punish split locks, so while you probably would get better performance with proper alignment, it might not be a meaningf…

Ah, that's a great hypothesis. I wonder, then, how it works with x86 emulation on ARM. IIRC, atomic ops on ARM fault if the address isn't naturally aligned... but I guess the runtime could intercept that and handle it slowly.

ARM macs apparently have some kind of specific handling in place for this when a process is running with x86_64 compatibility, but it’s not publicly documented anywhere that I can see.

Re: Investigating Split Locks on x86-64

#9
post #7
post #6

Earlier quoted context omitted.

Why not?

They don’t have to match. As an example, what about a divide instruction. A machine without an FPU can emulate a machine that has one. It will legitimately have to run hundreds/thousands of instructions to emulate a single divide instruction, it will certainly take longer. Thats OK, just means the emulation is slower doing that than something like add that the host has a native instruction for. In ‘emulator time’ you…

? That's not how Windows on ARM emulation works. It uses dynamic JIT translation from x86 to ARM. When the compiler sees, e.g., lock add [mem], reg presumably it'll emit a ldadd, but that will have different semantics if the operand is misaligned.

Re: Investigating Split Locks on x86-64

#10
Split locks are weird. It’s never been obvious to me why you’d want to do them unless you are on a small core count system. When split lock detection rolled out for linux, it massacred perf for some games (which were probably min-maxing single core perf and didn’t care about noisy neighbor effects).

Frankly, I’m surprised split lock detection is enabled anywhere outside of multi-tenant clouds.

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