On Fri, Dec 13, 2024 at 01:34:41PM -0600, Elizabeth Figura wrote:
This patch series implements a new char misc driver, /dev/ntsync, which is used to implement Windows NT synchronization primitives.
NT synchronization primitives are unique in that the wait functions both are vectored, operate on multiple types of object with different behaviour (mutex, semaphore, event), and affect the state of the objects they wait on. This model is not compatible with existing kernel synchronization objects or interfaces, and therefore the ntsync driver implements its own wait queues and locking.
This patch series is rebased against the "char-misc-next" branch of gregkh/char-misc.git.
== Background ==
The Wine project emulates the Windows API in user space. One particular part of that API, namely the NT synchronization primitives, have historically been implemented via RPC to a dedicated "kernel" process. However, more recent applications use these APIs more strenuously, and the overhead of RPC has become a bottleneck.
The NT synchronization APIs are too complex to implement on top of existing primitives without sacrificing correctness. Certain operations, such as NtPulseEvent() or the "wait-for-all" mode of NtWaitForMultipleObjects(), require direct control over the underlying wait queue, and implementing a wait queue sufficiently robust for Wine in user space is not possible. This proposed driver, therefore, implements the problematic interfaces directly in the Linux kernel.
This driver was presented at Linux Plumbers Conference 2023. For those further interested in the history of synchronization in Wine and past attempts to solve this problem in user space, a recording of the presentation can be viewed here:
https://www.youtube.com/watch?v=NjU4nyWyhU8
== Performance ==
The performance measurements described below are copied from earlier versions of the patch set. While some of the code has changed, I do not currently anticipate that it has changed drastically enough to affect those measurements.
The gain in performance varies wildly depending on the application in question and the user's hardware. For some games NT synchronization is not a bottleneck and no change can be observed, but for others frame rate improvements of 50 to 150 percent are not atypical. The following table lists frame rate measurements from a variety of games on a variety of hardware, taken by users Dmitry Skvortsov, FuzzyQuils, OnMars, and myself:
Game Upstream ntsync improvement
Anger Foot 69 99 43% Call of Juarez 99.8 224.1 125% Dirt 3 110.6 860.7 678% Forza Horizon 5 108 160 48% Lara Croft: Temple of Osiris 141 326 131% Metro 2033 164.4 199.2 21% Resident Evil 2 26 77 196% The Crew 26 51 96% Tiny Tina's Wonderlands 130 360 177% Total War Saga: Troy 109 146 34% ===========================================================================
== Patches ==
The intended semantics of the patches are broadly intended to match those of the corresponding Windows functions. For those not already familiar with the Windows functions (or their undocumented behaviour), patch 27/28 provides a detailed specification, and individual patches also include a brief description of the API they are implementing.
The patches making use of this driver in Wine can be retrieved or browsed here:
https://repo.or.cz/wine/zf.git/shortlog/refs/heads/ntsync7
Given a lack of complaints, I've now applied this to my testing tree. Thanks for sticking with it!
greg k-h