Questions on how network cards in Windows work - windows

I am trying to figure out how network cards work in Windows, and how the data is being relayed.
I have two hypotheses.
1.
Data is received by the network card.
The card then puts the data in an internal buffer, possibly a double buffer or a ring buffer.
The card accumulates data until some amount has been reached, upon which it sends an interrupt.
Windows copies the data from the card to the RAM and notifies appropriate handlers.
2.
Data is received.
The card puts the data in the RAM using DMA. (Does DMA guarantee that data will not be lost, or does the card still need its own buffer?)
The card fires an interrupt upon putting enough data in the RAM.
Windows receives the interrupt and copies or exposes the data to appropriate handlers.
Are either of my hypotheses correct?
Is there any message from the card or Windows if buffers are full?
In my Windows systems properties for my ethernet controller I can see properties called "Receive buffers" and "Transmit buffers", both are set to 256.
What does this mean?
Are there any good literature on this subject? (I have Tanenbaum's Modern Operating Systems, but it is not specifically related to Windows.)

Your question subsumes (at least!) three very, very broad topics:
1) how does a Layer 2 (Data Link) hardware device work?
2) How does it relate to the operating system's network stack
... and ...
3) How does it relate to the operating system's kernel-level device driver?
The next link is actually 180 degrees opposite your original question (the API is relatively high level, your question pertains to the lowest software levels), but it wouldn't hurt to look at the .Net API for perspective "how things work":
http://msdn.microsoft.com/en-us/library/4as0wz7t.aspx
'Hope that helps ... at least a little bit...
PS:
Linux is a wealth of information about implementing a network stack: all of the kernel source and all of the device drivers are completely available, and very well documented.

Related

FPGA to DMA to RDMA

I am trying to send data generated from my FPGA card out to an IB device. I want the latency to be as low as possible, so I am thinking this may be the data path.
FPGA --> DMA via scatter/gather DMA into Memory Buffer --> RDMA into a ConnectX-6 card --> IB cable --> my other device.
With this potential solution, I have a bunch of unknowns that I cant seem to find on the internet and was hoping someone could assist:
Is this possible/viable? I have never worked with DMA and RDMA and want to make sure it can work before purchasing. I fear it may be a one or the other situation and you can't do both or doing both will cause latency somehow or lost data.
Ideally, I want it to reach the other devices CPU (I just want it to avoid the Host device's CPU), but it seems like RDMA makes it avoid both CPUs? Would it then just be DMA to my ConnectX card? I've been searching the datasheets/manuals/firmware/support to see if the ConnectX cards can support DMA, but it doesn't seem to be possible? They just support RDMA (which is a subset of DMA.)
Any information/guidance would be appreciated. If I am in the wrong group, let me know. I wasn't sure if it belonged here or in the electrical engineering one (there seemed to be more DMA/RDMA questions in here)

How does the Linux kernel manage data that has been passed to a user program via DMA?

I was reading that in some network drivers it is possible via DMA to pass packets directly into user memory. In that case, how would it be possible for the kernel's TCP/IP stack to process the packets?
The short answer is that it doesn't. Data isn't going to be processed in more than one location at once, so if networking packets are passed directly to a user space program, then the kernel isn't going to do anything else with them; it has been bypassed. It will be up to the user space program to handle it.
An example of this was presented in a device drivers class I took a while back: High-Frequency stock trading. There is an article about one such implementation at Forbes.com. The idea is that traders want their information as fast as possible, so they use specially crafted packets that when received (by equally specialized hardware), they are presented directly to the traders program, bypassing the relatively high-latency TCP/IP stack in the kernel. Here's an excerpt from the linked article talking about two such special network cards:
Both of these cards provide kernel bypass drivers that allow you to send/receive data via TCP and UDP in userspace. Context switching is an expensive (high-latency) operation that is to be avoided, so you will want all critical processing to happen in user space (or kernel-space if so inclined).
This technique can be used for just about any application where the latency between user programs and the hardware needs to be minimized, but as your question implies, it means that the kernel's normal mechanisms for handling such transactions are going to be bypassed.
Networking chip can have register entries that can filter out per IP/UDP/TCP + port and routes those packets to via special set DMA descriptors. If you pre-allocate the DMA able memory via driver and MMAP that memory to user space, one can easily route a particular stream of traffic to user space completely without any kernel code touching it.
I used to work on a video platform. The networking ingress is done by FPGA. Once configured, it can route 10 gbits of UDP packets into the system and automatically route certain MPEG PS PID matched packets out to CPU. It can filter some other video/audio packets into the other part of system at 10gbits wire speed in a very low end FPGA.

Will moving code into kernel space give more precise timing?

Background information:
I presently have a hardware device that connects to the USB port. The hardware device is responsible sending out precise periodic messages onto various networks that it, in turn, connects too. Inside the hardware device I have a couple Microchip dsPICs. There are two modes of operation.
One scenario is where send simple "jobs" down to the dsPICs that, in turn, can send out the precise messages with .001ms accuracy. This architecture is not ideal for more complex messaging where we need to send a periodic packet that changes based on events going on within the PC application. So we have a second mode of operation where our PC application will send the periodic messages and the dsPICs simply convert and transmit in response. All this, by the way, is transparent to the end user of our software. Our hardware device is a test tool used in the automotive field.
Currently, we use a USB to serial chip from FTDI and the FTDI Windows drivers to interface the hardware to our PC software.
The problem is that in mode two where we send messages from the PC, the best we are able to achieve is around 1ms on average hardware range. We are subjected to Windows kernel pre-emption. I've tried a number of "tricks" to improve things such as:
Making sure our reader & writer threads live on seperate CPU affinities when possible.
Increasing the thread priority of the writer while reducing that of the reader.
Informing the user to turn off screen saver and other applications when using our software.
Replacing createthread calls with CreateTimerQueueTimer calls.
All our software is written in C/C++. I'm very familiar and comfortable with advanced Windows programming; such as IO Completions, Overlapped I/O, lockless thread queues (really a design strategy), sockets, threads, semaphores, etc...
However, I know nothing about Windows driver development. I've read through a few papers on KMDF vs. UDMF vs. WDM.
I'm hoping a seasoned Windows kernel mode driver developer will respond here...
The next rev. of our hardware has the option to replace the FTDI chip and use either the dsPIC's USB interface or, possibly, port the open source Linux FTDI stuff to Windows and continue to use the FTDI chip within our custom driver. I think by going to a kernel mode driver on the PC side, I can establish a kernel driver that can send out periodic messages at more precise intervals without preemption and/or possibly taking advantage of DMA.
We have a competitor in our business who I think does exactly something similar with their tools. As far as I know, user space applications can not schedule a thread any better than 1ms. We currently use timeGetTime in a thread. I've experiemented with timer queues (via CreateTimerQueueTimer) with no real improvement.
Is a WDM the correct approach to achieve more precise timing?
Our competitor some how is achieveing very precise timing from Windows driven signals to their hardware and they do load a kernel driver (.sys) and their device runs over USB2.0 as does ours.
If WDM is the way to go, can I get some advise on what kernel functions I should be studying for setting up the timings?
Thanks for reading
In kernel mode, you have the luxury of getting a DPC triggered in multiples of 100-nanosecond intervals without dealing with interrupts. A DPC cannot be preempted (aka interrupted by thread scheduler) because thread scheduler is also a DPC. An interrupt can still preempt a DPC though. So an interval value of 10 should do the trick for you to have a callback with utmost precision.
However you don't have access to many features such as paged memory, or a specific thread's memory space at DPC level because they run in arbitrary context. It could be useful to defer processing to your own user mode process' context using an APC which has access to more features.
Kernel threads don't get any special treatment in terms of priority. They are the same as user threads from scheduler's perspective. There are couple more higher-priority levels kernel threads can get but usually no kernel thread uses any of them. I don't think your bottleneck is thread priority. It doesn't matter how big your priority number is, having just one above everyone else is enough for you to become the "god thread" which receives top priority. Having highest priority doesn't mean that you'll get continuous attention. OS will still pause your thread to run others so quantum starvation does not occur.
Another note on Windows preemption behavior: Balance Set Manager temporarily boosts a thread's priority when a thread is signaled by an asynchronous event (GUI click, timer trigger, I/O completion) to allow completion code to finish it's procesing with less preemption. Using an async timer handler should give enough boost to prevent preemption at least for a quantum. I wonder why your code does not fall into that window. However it seems like you are not the only one having problems with timer precision: http://www.virtualdub.org/blog/pivot/entry.php?id=272
I agree with Paul on complexity of driver development, but as long as you have a good justification it's not rocket science, just more effort.
This is one of the fundamental design aspects of the Windows kernel - that code running at passive level (=> all user-mode code) is subject to DPCs and interrupts taking up time, and if you want 1us accuracy, you're probably not going to get it with either a UMDF or user-mode driver.
However, writing a kernel driver is not a light or cheap undertaking, it is very difficult, both to even write, and to ensure that it works on your customers' machines (a lot of testing is required). Getting it right will cost you significant engineering resources.
As a stopgap, I'd look into MMCSS for >= Vista (http://msdn.microsoft.com/en-us/library/windows/desktop/ms684247(v=vs.85).aspx), it may give you enough priority that you can be satisfied.
If you really want to go down the rabbit hole, KMDF is what you should be using. KMDF is a framework on top of WDM that represents a lot of codified best-practices for drivers. Unless you're absolutely forced to, KMDF is always the best way to go for drivers. And to be honest, you're almost certainly going to want to either contract with OSR (http://www.osr.com) or hire someone (several people?) experienced in writing Windows drivers.
Your focus on drivers and kernel performance misses the forest for the trees. The elephant in the room is the fact that full-speed USB 2 bus frames happen with 1ms period. High speed USB 2 micro-frames happen every 1/8ms.
When you send data over full-speed USB (like for most FTDI chips), the best your application can hope for is that the data will get to the device sometime during the very next frame. With an unloaded USB bus, the transfer will happen very close to the start-of-frame. You'll observe it as 1ms granularity with small random deviation. This is precisely what you're seeing, and is not bad. For example, since all USB devices attached to the same host will see the frames at the same time, it's a simple way to synchronize multiple device clocks with better than microsecond precision. What your application can do is simply send a message that has not only the data, but some time in the near future when it should be sent out. Another issue with USB is that there are no guarantees as to when your requests for data transmission will be serviced. You're sharing a bus with other devices, after all.
I think you need to reengineer your system and not depend on any sort of timing from the PC end. The application that runs on the PC should be assumed to be, timing-wise, limited to the performance of the human that interacts with it. Anything that requires guaranteed real time performance must be on your dsPIC devices. Even the USB bus doesn't cut it as you have no guarantees at all as to how soon will your request be scheduled on the bus.
Basically, if you want guaranteed real-time performance on Windows, then there must be no user mode involved -- it must all run in kernel mode, and you must use communications channels that are for your exclusive use (or you make them act that way, e.g. by filtering right on top of the USB host).

What happens when we plug a piece of hardware into a computer system?

When we plug a piece of hardware into a computer system, say a NIC (Network Interface Card) or a sound card, what happens under the hood so that we coud use that piece of hardware?
I can think of the following 2 scenarios, correct me if I am wrong.
If the hardware has its own memory chips, someone will arrange for a range of address space to map to those memory chips.
If the hardware doesn't have its own memory chips, someone will allocate a range of address in the main memory of the computer system to accomodate that hardware.
I am not sure the aforemetioned someone is the operating system or the CPU.
And another question: Does hardware always need some memory to work?
Am I right on this?
Many thanks.
The world is not that easily defined.
first off look at the hardware and what it does. Take a mouse for example, it is trying to deliver x and y coordinate changes and button status, that can be as little as a few bytes or even a single byte two bits define what the other 6 mean, update x, update y, update buttons, that kind of thing. And the memory requirement is just enough to hold those bytes. Take a serial mouse there is already at least one byte of storage in the serial port so do you need any more? usb, another story just to speak usb back and forth takes memory for the messages, but that memory can be in the usb logic, so do you need any more for such small information.
NICs and sound cards are another category and more interesting. For nics you have packets of data coming and going and you need some buffer space, ring, fifo, etc to allow for multiple packets to be in flight in both directions for efficiency and interrupt latency and the like. You also need registers, these have their storage in the hardware/logic itself and wont need main memory. In both the sound card case and the nic case you can either have memory on the board with the hardware or have it use system memory that it can access semi-directly (dma, etc). Sound cards are similar but different in that you can think of the packets as being fixed sized and continuous. Basically you need to ping-pong buffers to or from the card at some rate, 44100khz 16 bit per sample stereo is 44100 * 2 * 2 = 176400 bytes per second, say for example the driver/software is preparing the next 8192 bytes at a time and while the hardware is playing the pong buffer software is filling the ping buffer, when hardware drains the pong buffer it indicates this to the software, starts draining the ping buffer and the software fills the ping buffer.
All interesting stuff but to get to the point. With the nic or sound card you could have as little as two registers, an address/command register and a data register. Quite painful but was often used in the old days in restricted systems, still used as well. Or you could go to the other extreme and desire to have all of the memory on the device mapped into system memory's address space as well as each register having its own unique address. With audio you dont really need random access to the memory so you dont really need this, graphics you do, nic cards you could argue do you leave the packet on the nic or do you make a copy in system memory where you can have a much larger software buffer/ring freeing the hardwares limited buffer/ring. If on nic then you would want random access, if not then you dont.
For isa/pci/pcie, etc on x86 systems the hardware is usually mapped directly into the processors memory space. So for 32 bit systems you can address up to 4GB, well even if you have 4GB worth of memory some of that memory you cannot get to because video cards, hardware registers, PCI, etc consume some of that address space (registers or memory or both, whatever the hardware was designed to use). As distasteful as it may appear to day this is why there was a distiction between I/O mapped I/O and memory mapped I/O on x86 systems, its another address bit if you will. You could have all of your registers in I/O space and not lose memory space, and map memory into nice neat aligned chunks, requiring less of your ram to be replaced with hardware. either way, isa had basically vendor specific ways of mapping into the memory space available to the isa bus, jumpers, interesting detection schemes with programmable address decoders, etc. PCI and its successors came up with something more standard. When the computer boots (talking x86 machines in general now) the BIOS goes out on the pcie bus and looks to see who is out there by talking to config space that is mapped per card in a known place. Using a known protocol the cards indicate the desired amount of memory they require, the BIOS then allocates out of the flat memory space for the processor chunks of memory for each device and tells the device what address and how much it has been allocated. It is certainly possible for the operating system to re-do or override this but typically the BIOS does this discovery for the system and the operating system simply reads the config space on each device which includes the vendor id and device id and then knows how and where to talk to the device. For this memory space I believe the hardware contains the memory/registers. For general system memory to dma to/from I believe the operating system and device drivers have to provide the mechanism for allocating that system memory then telling the hardware what address to dma to/from.
The x86 way of doing it with the bios handling the ugly details and having system memory address space and pci address space being the same address space has its pros and cons. A pro is that the hardware can easily dma to/from system memory because it does not have to know how to get from pcie address space to system address space. The negative is the case of a 32 bit system where pcie normally consumes up to 1GB of address space and the dram you bought for that hole is not available. The transition from 32 bit to 64 bit is slow and painful, the bioses and pcie chips are still limiting to the lower 4gig and limiting to 1gb for all the pcie devices, even if the chipset has a 64 bit mode, and this is with 64 bit processors and more than 4gb of ram. the mmu allowes for fragmented memory so that is not an issue. Slowly the chipsets and bioses are catching up but it is taking time.
USB. these are serial mostly master/slave protocols. Like a serial port but bigger and faster and more complicated, and like a serial port both the master and slave hardware need to have ram to store the messages, very much like a nic. Like a nic, in theory, you can be register based and pull the memory sequentially or have it mapped in to system memory and have random access to it, etc. Think of it this way, the usb interface can/does sit on a pcie interface even if it is on the motherboard. A number of devices are pcie devices on your motherboard even if they are not an actual pcie connector with a card. And they fall into the pcie cagetory of how you might design your interface or who has what memory where.
Some devices like video cards have lots of memory on board, more than is practical or is at least painful to allow all of it to be mapped into pcie memory space at once. And these would want to use a sliding window type arrangement. Tell the video card you want to look at address 0x0000 in the video cards address space, but your window may only be 0x1000 bytes (for example) in system/pcie space. When you want to look at addresses 0x1000 to 0x1FFF in video memory space you write some register to move the window then the same pcie memory space accesses different memory on the video card.
x86 being the dominant architecture has this overlapped pcie and system memory addressing thing but that is not how the whole world works. Other solutions include having independent system and pcie address spaces, with sliding windows, like the video card problem above, allowing you to have say a 2gb video card mapped flat in pcie space but limiting the window into pcie space to something not painful for the host system.
hardware designs are as varied as software designs. take 100 software engineers and give them a specification and you may get as many as 100 different solutions. Same with hardware give them a specification and you may get 100 different pcie designs. Some standards are in place to limit that, and/or cloning where you want to make a sound blaster compatible card, you dont change the interface, but given the freedom software has the hardware can and will vary and with the number of types of pcie devices (sound, hard disk controllers, video, usb, networking,etc) you will get that many different mixes of registers and addressable memory.
sorry for the long answer, hope this helps. I would dig through linux and/or bsd sources for device drivers along with programmers reference manuals if you can get access to them, and see how different hardware designs use register and memory space and see what designs are painful for the software folks and what designs are elegant and well done.
The answer depends on what is the interface of the hardware- is it over USB or PCI-Express? (and there could be others connectivity methods too - USB and PCI-Express are the most common)
With USB
The host learns about the newly arrived device by reading the descriptors and loads the appropriate device driver. The device would have presented its ID that is used for Plug n Play. The device is also assigned an address by the Host. Once the device driver kicks-in it configures the device and makes it ready for data transfer. The data transfer is done using IRP, the transfer technique and how the IRPs are loaded depend upon whether the transfer is isochronous data or bulk or other modes.
So to answer your second question - yes the hardware needs some memory to work. The Driver and the USB Host Controller Driver together setup the Memory on the host for the USB Device - the USB Device Driver then accordingly communicates/drives the device.
With PCI-Express
It is similar - sorry I do not have hands on experience with PCI-Express.

How do interrupts in multicore/multicpu machines work?

I recently started diving into low level OS programming. I am (very slowly) currently working through two older books, XINU and Build Your Own 32 Bit OS, as well as some resources suggested by the fine SO folks in my previous question, How to get started in operating system development.
It could just be that I haven't encountered it in any of those resources yet, but its probably because most of these resources were written before ubiquitous multicore systems, but what I'm wondering is how interrupts work in a multicore/multiprocessor system.
For instance, say the DMA wants to signal that a file read operation is complete. Which processor/core acknowledges that an interrupt was signaled? Is it the processor/core that initiated the file read? Is it whichever processor/core that gets to it first?
Looking into the IoConnectInterrupt function you can find the ProcessorEnableMask that will select the cpu's that allowed to run the InterruptService routine (ISR).
Based on this information i can assume that somewhere in the low level (see Adam's post) it's possible to specify where to route the interrupt.
On the side note file operation is not really related to the interrupts and/or dma directly. File operation is file system concept that translated to something low level depend on which bus you filesystem located it might be IDE or SATA disk or it might be even usb storage in this case sector read will be translated to 3 logical operation over usb bus, there will be interrupt served by usb host controller driver, but it's not really related to original file read operation, that was probably split to smaller transaction any way.
In the old days the interrupt went to all processors. In modern times some kinds of hardware can be programmed by an OS to send an interrupt to one particular processor. Of course if you could choose a processor dynamically instead of statically, you wouldn't want to send the interrupt to whichever processor initiated the I/O, you'd want to send it to whichever processor is least burdened at the present time and can most efficiently start the next I/O operation, and/or whichever processor is least burdened at the present time and can most efficiently execute the thread that was waiting for the results.

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