On 10/28/2010 09:24 AM, Avi Kivity wrote:
On 10/28/2010 01:54 PM, Ian Molton wrote:
Well, I like to review an implementation against a spec.
True, but then all that would prove is that I can write a spec to
match the code.
It would also allow us to check that the spec matches the
requirements. Those two steps are easier than checking that the code
matches the requirements.
I'm extremely sceptical of any GL passthrough proposal. There have
literally been half a dozen over the years and they never seem to leave
proof-of-concept phase. My (limited) understanding is that it's a
fundamentally hard problem that no one has adequately solved yet.
A specifically matters an awful lot less than an explanation of how the
problem is being solved in a robust fashion such that it can be reviewed
by people with a deeper understanding of the problem space.
Regards,
Anthony Liguori
The code is proof of concept. the kernel bit is pretty simple, but
I'd like to get some idea of whether the rest of the code will be
accepted given that theres not much point in having any one (or two)
of these components exist without the other.
I guess some graphics people need to be involved.
Better, but still unsatisfying. If the server is busy, the caller would
block. I guess it's expected since it's called from ->fsync(). I'm not
sure whether that's the best interface, perhaps aio_writev is better.
The caller is intended to block as the host must perform GL rendering
before allowing the guests process to continue.
Why is that? Can't we pipeline the process?
The only real bottleneck is that processes will block trying to
submit data if another process is performing rendering, but that will
only be solved when the renderer is made multithreaded. The same
would happen on a real GPU if it had only one queue too.
If you look at the host code, you can see that the data is already
buffered per-process, in a pretty sensible way. if the renderer
itself were made a seperate thread, then this problem magically
disappears (the queuing code on the host is pretty fast).
Well, this is out of my area of expertise. I don't like it, but if
it's acceptable to the gpu people, okay.
In testing, the overhead of this was pretty small anyway. Running a
few dozen glxgears and a copy of ioquake3 simultaneously on an intel
video card managed the same framerate with the same CPU utilisation,
both with the old code and the version I just posted. Contention
during rendering just isn't much of an issue.