Am 02.08.2018 um 08:20 schrieb Zhang, Jerry (Junwei):
On 08/02/2018 08:00 AM, Marek Olšák wrote:
On Wed, Aug 1, 2018 at 2:29 PM, Christian König
<christian.koe...@amd.com> wrote:
Am 01.08.2018 um 19:59 schrieb Marek Olšák:
[SNIP]

Compared to what the kernel needs to do for updating the page tables it is
less than 1% of the total work.

The real question is if it wouldn't be simpler to use a tree for the
handles. Since the handles are dense you can just use an unbalanced tree
which is really easy.

For a tree of the CPU mappings we would need an r/b interval tree, which is
hard to implement and quite some overkill.

Do you have any numbers how many BOs really get a CPU mapping in a real
world application?

Without our suballocator, we sometimes exceeded the max. mmap limit
(~64K). It should be much less with the suballocator with 128KB slabs,
probably a few thousands.

Is there a way to verify that it has performance issue if moving the cpu mapping in libdrm hash table
from kernel side?

Going to take a look at this, but I have the feeling that the CPU overhead we need to add in userspace isn't that much.


AFAIW, only one game will use that with close OGL.

Well, I would also say that this is a bug in the game and should be fixed there.

Christian.


Regards,
Jerry


Marek


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