mlx4_core: Change bitmap allocator to work in round-robin fashion
Under most circumstances, the bitmap allocator does not allocate the same full 24-bit QP number immediately after a QP is destroyed. This works by using the upper bits of a 24-bit QP number, beyond the number of QPs that are actually available in the low level driver. For example, say that the HCA is willing to allocate a maximum of 64K qps. We use the bits 23..16 as a "counter" which is incremented by 1 at each allocation so that even if the same physical QP is re-allocated, it will not receive the same 24-bit QP number. However, we have seen the following scenario: 1. Allocate, say, 255 QPs in succession. This will cause a wrap of the "counter". 2. Destroy the first QP allocated, then allocate a new QP. The new QP, because of the counter wraparound, will get the same FULL QP number as the QP just destroyed! This is a problem because packets in transit can be erroneously delivered to the new QP when they were meant for the old (destroyed) QP, because the full QP number of the new QP is identical to the destroyed QP. (The "counter" mechanism is meant to prevent this by having the full 24-bit QP numbers differ even if the physical QP on the HCA is the same. As we see above, however, this mechanism does not always work). The best fix for this problem is to allocate QPs in round-robin mode, so that the physical QP numbers are not immediately re-used. Found-by: Matthew Finlay <matt@mellanox.com> Signed-off-by: Jack Morgenstein <jackm@dev.mellanox.co.il> Signed-off-by: Roland Dreier <roland@purestorage.com>
Loading
Please register or sign in to comment