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Discussion (27 Comments)Read Original on HackerNews
> 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....
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.
It's just really easy to do accidentally with custom allocators, and games tend to use custom allocators for performance reasons.
The system malloc will return pointers aligned to the size of the largest Atomic operation by default (16 bytes on x86), and compilers depend on this automatic alignment for correctness. But it's real easy for a custom allocator use a smaller alignment. Maybe the author didn't know, maybe they assumed they would never need the full 16-byte atomics. Maybe the 16-byte atomics weren't added until well after the custom allocator.
Perhaps the issue it that each core has a locked cacheline entry for each other core, but even then given the size of current CPUs doubling it shouldn't be that significant. And one could also add just a single extra entry and then have a global lock but that only locks the ability to lock a second cacheline.
Frankly, I’m surprised split lock detection is enabled anywhere outside of multi-tenant clouds.
Split locks are always bugs, but like many other bugs that are benign on Intel/AMD CPU-based computers (due to efforts done by the hardware designers to mitigate such bugs, instead of crashing applications), they are not uncommon in commercial software written by careless programmers.
The Intel/AMD CPUs contain a lot of additional hardware whose only purpose is to enable them to run programs written by less competent programmers, who also use less sophisticated programming tools, so they are not able to deal with more subtle things, like data alignment or memory barriers.
This additional hardware greatly reduces the performance impact of non-optimized programs, but it cannot eliminate it entirely.
If you mean split-lock detection, it is because split locks are a massive DoS vulnerability on high core count CPUs.
- You have faulty software (e.g. games) that happen to have split locks
AND
- You have DISABLED split lock detection and "mitigation" which would have hugely penalised the thread in question (so the lock becomes painfully evident to that program and forced to be fixed).
AND
- You want to see which CPU does best in this scenario
In other words you just assume the CPU will take the bus lock penalty and continue WITHOUT culprit thread being actively throttled by the OS.
In the normal case, IIUC Linux should helpfully throttle the thread so the rest of the system is not affected by the bus lock. In this benchmark here the assumption is the thread will NOT be throttled by Linux via appropriate setting.
So to be honest I don't see the merit of this study. This study is essentially how fast is your interconnect so it can survive bad software that is allowed to run untrammelled.
On aarch64 the thread would simply be killed. It's possible to do the same on modern AMD / Intel also OR simply throttle the thread so that it does not cause problems via bus locks that affect other threads -- none of these are done in this benchmark.
It seems like a worthwhile study if you want to know what CPU to buy to play specific old games that use bus locks. Games that will never be fixed.
You don't need to be a careful shopper for this; just turn off detection while you're playing these games, or tune the punishment algorithm, or patch the game. Just because the developer won't doesn't mean you can't; there's plenty of 3rd party binary patches for games.
Fair.
> old games that use bus locks
Yes the bus locks here are unintentional since LOCK on cache line is not sufficient, the CPU falls back to locking the bus.