summaryrefslogtreecommitdiffstats
path: root/docs/gettingstarted/developers/vlib.md
diff options
context:
space:
mode:
authorJohn DeNisco <jdenisco@cisco.com>2018-07-26 12:45:10 -0400
committerDave Barach <openvpp@barachs.net>2018-07-26 18:34:47 +0000
commit06dcd45ff81e06bc8cf40ed487c0b2652d346a5a (patch)
tree71403f9d422c4e532b2871a66ab909bd6066b10b /docs/gettingstarted/developers/vlib.md
parent1d65279ffecd0f540288187b94cb1a6b84a7a0c6 (diff)
Initial commit of Sphinx docs
Change-Id: I9fca8fb98502dffc2555f9de7f507b6f006e0e77 Signed-off-by: John DeNisco <jdenisco@cisco.com>
Diffstat (limited to 'docs/gettingstarted/developers/vlib.md')
-rw-r--r--docs/gettingstarted/developers/vlib.md496
1 files changed, 496 insertions, 0 deletions
diff --git a/docs/gettingstarted/developers/vlib.md b/docs/gettingstarted/developers/vlib.md
new file mode 100644
index 00000000000..9ef37fd2657
--- /dev/null
+++ b/docs/gettingstarted/developers/vlib.md
@@ -0,0 +1,496 @@
+
+VLIB (Vector Processing Library)
+================================
+
+The files associated with vlib are located in the ./src/{vlib,
+vlibapi, vlibmemory} folders. These libraries provide vector
+processing support including graph-node scheduling, reliable multicast
+support, ultra-lightweight cooperative multi-tasking threads, a CLI,
+plug in .DLL support, physical memory and Linux epoll support. Parts of
+this library embody US Patent 7,961,636.
+
+Init function discovery
+-----------------------
+
+vlib applications register for various \[initialization\] events by
+placing structures and \_\_attribute\_\_((constructor)) functions into
+the image. At appropriate times, the vlib framework walks
+constructor-generated singly-linked structure lists, calling the
+indicated functions. vlib applications create graph nodes, add CLI
+functions, start cooperative multi-tasking threads, etc. etc. using this
+mechanism.
+
+vlib applications invariably include a number of VLIB\_INIT\_FUNCTION
+(my\_init\_function) macros.
+
+Each init / configure / etc. function has the return type clib\_error\_t
+\*. Make sure that the function returns 0 if all is well, otherwise the
+framework will announce an error and exit.
+
+vlib applications must link against vppinfra, and often link against
+other libraries such as VNET. In the latter case, it may be necessary to
+explicitly reference symbol(s) otherwise large portions of the library
+may be AWOL at runtime.
+
+Node Graph Initialization
+-------------------------
+
+vlib packet-processing applications invariably define a set of graph
+nodes to process packets.
+
+One constructs a vlib\_node\_registration\_t, most often via the
+VLIB\_REGISTER\_NODE macro. At runtime, the framework processes the set
+of such registrations into a directed graph. It is easy enough to add
+nodes to the graph at runtime. The framework does not support removing
+nodes.
+
+vlib provides several types of vector-processing graph nodes, primarily
+to control framework dispatch behaviors. The type member of the
+vlib\_node\_registration\_t functions as follows:
+
+- VLIB\_NODE\_TYPE\_PRE\_INPUT - run before all other node types
+- VLIB\_NODE\_TYPE\_INPUT - run as often as possible, after pre\_input
+ nodes
+- VLIB\_NODE\_TYPE\_INTERNAL - only when explicitly made runnable by
+ adding pending frames for processing
+- VLIB\_NODE\_TYPE\_PROCESS - only when explicitly made runnable.
+ "Process" nodes are actually cooperative multi-tasking threads. They
+ **must** explicitly suspend after a reasonably short period of time.
+
+For a precise understanding of the graph node dispatcher, please read
+./src/vlib/main.c:vlib\_main\_loop.
+
+Graph node dispatcher
+---------------------
+
+Vlib\_main\_loop() dispatches graph nodes. The basic vector processing
+algorithm is diabolically simple, but may not be obvious from even a
+long stare at the code. Here's how it works: some input node, or set of
+input nodes, produce a vector of work to process. The graph node
+dispatcher pushes the work vector through the directed graph,
+subdividing it as needed, until the original work vector has been
+completely processed. At that point, the process recurs.
+
+This scheme yields a stable equilibrium in frame size, by construction.
+Here's why: as the frame size increases, the per-frame-element
+processing time decreases. There are several related forces at work; the
+simplest to describe is the effect of vector processing on the CPU L1
+I-cache. The first frame element \[packet\] processed by a given node
+warms up the node dispatch function in the L1 I-cache. All subsequent
+frame elements profit. As we increase the number of frame elements, the
+cost per element goes down.
+
+Under light load, it is a crazy waste of CPU cycles to run the graph
+node dispatcher flat-out. So, the graph node dispatcher arranges to wait
+for work by sitting in a timed epoll wait if the prevailing frame size
+is low. The scheme has a certain amount of hysteresis to avoid
+constantly toggling back and forth between interrupt and polling mode.
+Although the graph dispatcher supports interrupt and polling modes, our
+current default device drivers do not.
+
+The graph node scheduler uses a hierarchical timer wheel to reschedule
+process nodes upon timer expiration.
+
+Graph dispatcher internals
+--------------------------
+
+This section may be safely skipped. It's not necessary to understand
+graph dispatcher internals to create graph nodes.
+
+Vector Data Structure
+---------------------
+
+In vpp / vlib, we represent vectors as instances of the vlib_frame_t type:
+
+```c
+ typedef struct vlib_frame_t
+ {
+ /* Frame flags. */
+ u16 flags;
+
+ /* Number of scalar bytes in arguments. */
+ u8 scalar_size;
+
+ /* Number of bytes per vector argument. */
+ u8 vector_size;
+
+ /* Number of vector elements currently in frame. */
+ u16 n_vectors;
+
+ /* Scalar and vector arguments to next node. */
+ u8 arguments[0];
+ } vlib_frame_t;
+```
+
+Note that one _could_ construct all kinds of vectors - including
+vectors with some associated scalar data - using this structure. In
+the vpp application, vectors typically use a 4-byte vector element
+size, and zero bytes' worth of associated per-frame scalar data.
+
+Frames are always allocated on CLIB_CACHE_LINE_BYTES boundaries.
+Frames have u32 indices which make use of the alignment property, so
+the maximum feasible main heap offset of a frame is
+CLIB_CACHE_LINE_BYTES * 0xFFFFFFFF: 64*4 = 256 Gbytes.
+
+Scheduling Vectors
+------------------
+
+As you can see, vectors are not directly associated with graph
+nodes. We represent that association in a couple of ways. The
+simplest is the vlib\_pending\_frame\_t:
+
+```c
+ /* A frame pending dispatch by main loop. */
+ typedef struct
+ {
+ /* Node and runtime for this frame. */
+ u32 node_runtime_index;
+
+ /* Frame index (in the heap). */
+ u32 frame_index;
+
+ /* Start of next frames for this node. */
+ u32 next_frame_index;
+
+ /* Special value for next_frame_index when there is no next frame. */
+ #define VLIB_PENDING_FRAME_NO_NEXT_FRAME ((u32) ~0)
+ } vlib_pending_frame_t;
+```
+
+Here is the code in .../src/vlib/main.c:vlib_main_or_worker_loop()
+which processes frames:
+
+```c
+ /*
+ * Input nodes may have added work to the pending vector.
+ * Process pending vector until there is nothing left.
+ * All pending vectors will be processed from input -> output.
+ */
+ for (i = 0; i < _vec_len (nm->pending_frames); i++)
+ cpu_time_now = dispatch_pending_node (vm, i, cpu_time_now);
+ /* Reset pending vector for next iteration. */
+```
+
+The pending frame node_runtime_index associates the frame with the
+node which will process it.
+
+Complications
+-------------
+
+Fasten your seatbelt. Here's where the story - and the data structures
+\- become quite complicated...
+
+At 100,000 feet: vpp uses a directed graph, not a directed _acyclic_
+graph. It's really quite normal for a packet to visit ip\[46\]-lookup
+multiple times. The worst-case: a graph node which enqueues packets to
+itself.
+
+To deal with this issue, the graph dispatcher must force allocation of
+a new frame if the current graph node's dispatch function happens to
+enqueue a packet back to itself.
+
+There are no guarantees that a pending frame will be processed
+immediately, which means that more packets may be added to the
+underlying vlib_frame_t after it has been attached to a
+vlib_pending_frame_t. Care must be taken to allocate new
+frames and pending frames if a (pending\_frame, frame) pair fills.
+
+Next frames, next frame ownership
+---------------------------------
+
+The vlib\_next\_frame\_t is the last key graph dispatcher data structure:
+
+```c
+ typedef struct
+ {
+ /* Frame index. */
+ u32 frame_index;
+
+ /* Node runtime for this next. */
+ u32 node_runtime_index;
+
+ /* Next frame flags. */
+ u32 flags;
+
+ /* Reflects node frame-used flag for this next. */
+ #define VLIB_FRAME_NO_FREE_AFTER_DISPATCH \
+ VLIB_NODE_FLAG_FRAME_NO_FREE_AFTER_DISPATCH
+
+ /* This next frame owns enqueue to node
+ corresponding to node_runtime_index. */
+ #define VLIB_FRAME_OWNER (1 << 15)
+
+ /* Set when frame has been allocated for this next. */
+ #define VLIB_FRAME_IS_ALLOCATED VLIB_NODE_FLAG_IS_OUTPUT
+
+ /* Set when frame has been added to pending vector. */
+ #define VLIB_FRAME_PENDING VLIB_NODE_FLAG_IS_DROP
+
+ /* Set when frame is to be freed after dispatch. */
+ #define VLIB_FRAME_FREE_AFTER_DISPATCH VLIB_NODE_FLAG_IS_PUNT
+
+ /* Set when frame has traced packets. */
+ #define VLIB_FRAME_TRACE VLIB_NODE_FLAG_TRACE
+
+ /* Number of vectors enqueue to this next since last overflow. */
+ u32 vectors_since_last_overflow;
+ } vlib_next_frame_t;
+```
+
+Graph node dispatch functions call vlib\_get\_next\_frame (...) to
+set "(u32 \*)to_next" to the right place in the vlib_frame_t
+corresponding to the ith arc (aka next0) from the current node to the
+indicated next node.
+
+After some scuffling around - two levels of macros - processing
+reaches vlib\_get\_next\_frame_internal (...). Get-next-frame-internal
+digs up the vlib\_next\_frame\_t corresponding to the desired graph
+arc.
+
+The next frame data structure amounts to a graph-arc-centric frame
+cache. Once a node finishes adding element to a frame, it will acquire
+a vlib_pending_frame_t and end up on the graph dispatcher's
+run-queue. But there's no guarantee that more vector elements won't be
+added to the underlying frame from the same (source\_node,
+next\_index) arc or from a different (source\_node, next\_index) arc.
+
+Maintaining consistency of the arc-to-frame cache is necessary. The
+first step in maintaining consistency is to make sure that only one
+graph node at a time thinks it "owns" the target vlib\_frame\_t.
+
+Back to the graph node dispatch function. In the usual case, a certain
+number of packets will be added to the vlib\_frame\_t acquired by
+calling vlib\_get\_next\_frame (...).
+
+Before a dispatch function returns, it's required to call
+vlib\_put\_next\_frame (...) for all of the graph arcs it actually
+used. This action adds a vlib\_pending\_frame\_t to the graph
+dispatcher's pending frame vector.
+
+Vlib\_put\_next\_frame makes a note in the pending frame of the frame
+index, and also of the vlib\_next\_frame\_t index.
+
+dispatch\_pending\_node actions
+-------------------------------
+
+The main graph dispatch loop calls dispatch pending node as shown
+above.
+
+Dispatch\_pending\_node recovers the pending frame, and the graph node
+runtime / dispatch function. Further, it recovers the next\_frame
+currently associated with the vlib\_frame\_t, and detaches the
+vlib\_frame\_t from the next\_frame.
+
+In .../src/vlib/main.c:dispatch\_pending\_node(...), note this stanza:
+
+```c
+ /* Force allocation of new frame while current frame is being
+ dispatched. */
+ restore_frame_index = ~0;
+ if (nf->frame_index == p->frame_index)
+ {
+ nf->frame_index = ~0;
+ nf->flags &= ~VLIB_FRAME_IS_ALLOCATED;
+ if (!(n->flags & VLIB_NODE_FLAG_FRAME_NO_FREE_AFTER_DISPATCH))
+ restore_frame_index = p->frame_index;
+ }
+```
+
+dispatch\_pending\_node is worth a hard stare due to the several
+second-order optimizations it implements. Almost as an afterthought,
+it calls dispatch_node which actually calls the graph node dispatch
+function.
+
+Process / thread model
+----------------------
+
+vlib provides an ultra-lightweight cooperative multi-tasking thread
+model. The graph node scheduler invokes these processes in much the same
+way as traditional vector-processing run-to-completion graph nodes;
+plus-or-minus a setjmp/longjmp pair required to switch stacks. Simply
+set the vlib\_node\_registration\_t type field to
+vlib\_NODE\_TYPE\_PROCESS. Yes, process is a misnomer. These are
+cooperative multi-tasking threads.
+
+As of this writing, the default stack size is 2<<15 = 32kb.
+Initialize the node registration's process\_log2\_n\_stack\_bytes member
+as needed. The graph node dispatcher makes some effort to detect stack
+overrun, e.g. by mapping a no-access page below each thread stack.
+
+Process node dispatch functions are expected to be "while(1) { }" loops
+which suspend when not otherwise occupied, and which must not run for
+unreasonably long periods of time.
+
+"Unreasonably long" is an application-dependent concept. Over the years,
+we have constructed frame-size sensitive control-plane nodes which will
+use a much higher fraction of the available CPU bandwidth when the frame
+size is low. The classic example: modifying forwarding tables. So long
+as the table-builder leaves the forwarding tables in a valid state, one
+can suspend the table builder to avoid dropping packets as a result of
+control-plane activity.
+
+Process nodes can suspend for fixed amounts of time, or until another
+entity signals an event, or both. See the next section for a description
+of the vlib process event mechanism.
+
+When running in vlib process context, one must pay strict attention to
+loop invariant issues. If one walks a data structure and calls a
+function which may suspend, one had best know by construction that it
+cannot change. Often, it's best to simply make a snapshot copy of a data
+structure, walk the copy at leisure, then free the copy.
+
+Process events
+--------------
+
+The vlib process event mechanism API is extremely lightweight and easy
+to use. Here is a typical example:
+
+```c
+ vlib_main_t *vm = &vlib_global_main;
+ uword event_type, * event_data = 0;
+
+ while (1)
+ {
+ vlib_process_wait_for_event_or_clock (vm, 5.0 /* seconds */);
+
+ event_type = vlib_process_get_events (vm, &event_data);
+
+ switch (event_type) {
+ case EVENT1:
+ handle_event1s (event_data);
+ break;
+
+ case EVENT2:
+ handle_event2s (event_data);
+ break;
+
+ case ~0: /* 5-second idle/periodic */
+ handle_idle ();
+ break;
+
+ default: /* bug! */
+ ASSERT (0);
+ }
+
+ vec_reset_length(event_data);
+ }
+```
+
+In this example, the VLIB process node waits for an event to occur, or
+for 5 seconds to elapse. The code demuxes on the event type, calling
+the appropriate handler function. Each call to
+vlib\_process\_get\_events returns a vector of per-event-type data
+passed to successive vlib\_process\_signal\_event calls; it is a
+serious error to process only event\_data\[0\].
+
+Resetting the event\_data vector-length to 0 \[instead of calling
+vec\_free\] means that the event scheme doesn't burn cycles continuously
+allocating and freeing the event data vector. This is a common vppinfra
+/ vlib coding pattern, well worth using when appropriate.
+
+Signaling an event is easy, for example:
+
+```c
+ vlib_process_signal_event (vm, process_node_index, EVENT1,
+ (uword)arbitrary_event1_data); /* and so forth */
+```
+
+One can either know the process node index by construction - dig it out
+of the appropriate vlib\_node\_registration\_t - or by finding the
+vlib\_node\_t with vlib\_get\_node\_by\_name(...).
+
+Buffers
+-------
+
+vlib buffering solves the usual set of packet-processing problems,
+albeit at high performance. Key in terms of performance: one ordinarily
+allocates / frees N buffers at a time rather than one at a time. Except
+when operating directly on a specific buffer, one deals with buffers by
+index, not by pointer.
+
+Packet-processing frames are u32\[\] arrays, not
+vlib\_buffer\_t\[\] arrays.
+
+Packets comprise one or more vlib buffers, chained together as required.
+Multiple particle sizes are supported; hardware input nodes simply ask
+for the required size(s). Coalescing support is available. For obvious
+reasons one is discouraged from writing one's own wild and wacky buffer
+chain traversal code.
+
+vlib buffer headers are allocated immediately prior to the buffer data
+area. In typical packet processing this saves a dependent read wait:
+given a buffer's address, one can prefetch the buffer header
+\[metadata\] at the same time as the first cache line of buffer data.
+
+Buffer header metadata (vlib\_buffer\_t) includes the usual rewrite
+expansion space, a current\_data offset, RX and TX interface indices,
+packet trace information, and a opaque areas.
+
+The opaque data is intended to control packet processing in arbitrary
+subgraph-dependent ways. The programmer shoulders responsibility for
+data lifetime analysis, type-checking, etc.
+
+Buffers have reference-counts in support of e.g. multicast replication.
+
+Shared-memory message API
+-------------------------
+
+Local control-plane and application processes interact with the vpp
+dataplane via asynchronous message-passing in shared memory over
+unidirectional queues. The same application APIs are available via
+sockets.
+
+Capturing API traces and replaying them in a simulation environment
+requires a disciplined approach to the problem. This seems like a
+make-work task, but it is not. When something goes wrong in the
+control-plane after 300,000 or 3,000,000 operations, high-speed replay
+of the events leading up to the accident is a huge win.
+
+The shared-memory message API message allocator vl\_api\_msg\_alloc uses
+a particularly cute trick. Since messages are processed in order, we try
+to allocate message buffering from a set of fixed-size, preallocated
+rings. Each ring item has a "busy" bit. Freeing one of the preallocated
+message buffers merely requires the message consumer to clear the busy
+bit. No locking required.
+
+Debug CLI
+---------
+
+Adding debug CLI commands to VLIB applications is very simple.
+
+Here is a complete example:
+
+```c
+ static clib_error_t *
+ show_ip_tuple_match (vlib_main_t * vm,
+ unformat_input_t * input,
+ vlib_cli_command_t * cmd)
+ {
+ vlib_cli_output (vm, "%U\n", format_ip_tuple_match_tables, &routing_main);
+ return 0;
+ }
+
+ /* *INDENT-OFF* */
+ static VLIB_CLI_COMMAND (show_ip_tuple_command) =
+ {
+ .path = "show ip tuple match",
+ .short_help = "Show ip 5-tuple match-and-broadcast tables",
+ .function = show_ip_tuple_match,
+ };
+ /* *INDENT-ON* */
+```
+
+This example implements the "show ip tuple match" debug cli
+command. In ordinary usage, the vlib cli is available via the "vppctl"
+applicationn, which sends traffic to a named pipe. One can configure
+debug CLI telnet access on a configurable port.
+
+The cli implementation has an output redirection facility which makes it
+simple to deliver cli output via shared-memory API messaging,
+
+Particularly for debug or "show tech support" type commands, it would be
+wasteful to write vlib application code to pack binary data, write more
+code elsewhere to unpack the data and finally print the answer. If a
+certain cli command has the potential to hurt packet processing
+performance by running for too long, do the work incrementally in a
+process node. The client can wait.