I totally agree on the reasoning, but I have the strong feeling that
this will blow up in our face once more.
I've tried to raise this limit twice already and had to revert it both
times. And the reasons why I had to revert it haven't changed since them.
Christian.
Am 02.06.22 um 18:40 schrieb Alex Deucher:
@Christian Koenig
Any objections to this? I realize that fixing the OOM killer is
ultimately the right approach, but I don't really see how this makes
things worse. The current scheme is biased towards dGPUs as they have
lots of on board memory so on dGPUs we can end up setting gtt size to
3/4 of system memory already in a lot of cases since there is often as
much vram as system memory. Due to the limits in ttm, we can't use
more than half at the moment anway, so this shouldn't make things
worse on dGPUs and would help a lot of APUs. Once could make the
argument that with more vram there is less need for gtt so less chance
for OOM, but I think it is more of a scale issue. E.g., on dGPUs
you'll generally be running higher resolutions and texture quality,
etc. so the overall memory footprint is just scaled up.
Alex
On Fri, May 20, 2022 at 11:09 AM Alex Deucher <alexander.deucher@xxxxxxx> wrote:
Certain GL unit tests for large textures can cause problems
with the OOM killer since there is no way to link this memory
to a process. This was originally mitigated (but not necessarily
eliminated) by limiting the GTT size. The problem is this limit
is often too low for many modern games so just make the limit 1/2
of system memory. The OOM accounting needs to be addressed, but
we shouldn't prevent common 3D applications from being usable
just to potentially mitigate that corner case.
Set default GTT size to max(3G, 1/2 of system ram) by default.
v2: drop previous logic and default to 3/4 of ram
v3: default to half of ram to align with ttm
Signed-off-by: Alex Deucher <alexander.deucher@xxxxxxx>
---
drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c | 20 ++++++++++++++------
1 file changed, 14 insertions(+), 6 deletions(-)
diff --git a/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c b/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c
index d2b5cccb45c3..7195ed77c85a 100644
--- a/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c
+++ b/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c
@@ -1798,18 +1798,26 @@ int amdgpu_ttm_init(struct amdgpu_device *adev)
DRM_INFO("amdgpu: %uM of VRAM memory ready\n",
(unsigned) (adev->gmc.real_vram_size / (1024 * 1024)));
- /* Compute GTT size, either bsaed on 3/4th the size of RAM size
+ /* Compute GTT size, either bsaed on 1/2 the size of RAM size
* or whatever the user passed on module init */
if (amdgpu_gtt_size == -1) {
struct sysinfo si;
si_meminfo(&si);
- gtt_size = min(max((AMDGPU_DEFAULT_GTT_SIZE_MB << 20),
- adev->gmc.mc_vram_size),
- ((uint64_t)si.totalram * si.mem_unit * 3/4));
- }
- else
+ /* Certain GL unit tests for large textures can cause problems
+ * with the OOM killer since there is no way to link this memory
+ * to a process. This was originally mitigated (but not necessarily
+ * eliminated) by limiting the GTT size. The problem is this limit
+ * is often too low for many modern games so just make the limit 1/2
+ * of system memory which aligns with TTM. The OOM accounting needs
+ * to be addressed, but we shouldn't prevent common 3D applications
+ * from being usable just to potentially mitigate that corner case.
+ */
+ gtt_size = max((AMDGPU_DEFAULT_GTT_SIZE_MB << 20),
+ (u64)si.totalram * si.mem_unit / 2);
+ } else {
gtt_size = (uint64_t)amdgpu_gtt_size << 20;
+ }
/* Initialize GTT memory pool */
r = amdgpu_gtt_mgr_init(adev, gtt_size);
--
2.35.3