On Sat, Jun 24, 2017 at 08:20:22PM +0200, Christian König wrote: > Am 24.06.2017 um 01:16 schrieb John Brooks: > >On Fri, Jun 23, 2017 at 05:02:58PM -0400, Felix Kuehling wrote: > >>Hi John, > >> > >>I haven't read your patches. Just a question based on the cover letter. > >> > >>I understand that visible VRAM is the biggest pain point. But could the > >>same reasoning make sense for invisible VRAM? That is, doing all the > >>migrations to VRAM in a workqueue? > >> > >>Regards, > >> Felix > >> > >I don't see why not. In theory, all non-essential buffer moves could be done > >this way, and it would be relatively trivial to extend it to that. > > > >But I wanted to limit the scope of my changes, at least for this series. > >Testing takes a long time and I wanted to focus those testing efforts as much > >as possible, produce something well-tested (I hope), and get feedback on this > >limited application of the concept before expanding its reach. > > Yeah, sorry I have to say that but the whole approach is utterly nonsense. > > What happens is that the delayed BO can only be moved AFTER the command > submission which wants it to be in VRAM. > > So you use the BO in a CS and *then* move it to where the CS wants it to be, > no matter if the BO is then needed there or not. > > Regards, > Christian. > I'm aware of the effect it has. The BO won't be in VRAM for the current command submission, but it'll be there for a future one. If a BO is used at a given time, then it's likely it'll be used again soon. In which case you'll come out ahead on latency even if the GPU has to read it from GTT a few times. In any case, it's never going to hurt as much as full-stop waiting for a worst-case BO move that needs a lot of evictions. Feel free to correct my understanding; you'd certainly know any of this better than I do. But my tests indicate that immediate forced moves during CS cause stalls, and the average framerate with delayed moves is the almost (~2%) the same as with immediate ones, which is about 9% higher than with no forced moves during CS at all. DiRT Rally average framerates: With the whole patch set (n=3): 89.56 Without it (drm-next-4.13 5ac55629d6b3fcde69f46aa772c6e83be0bdcbbf) (n=3): 91.16 (+stalls) Patches 1 and 3 only, and with GTT set as the only busy placement for CPU_ACCESS_REQUIRED BOs in amdgpu_cs_bo_validate (n=3): 82.15 John > > > > >John > > > >>On 17-06-23 01:39 PM, John Brooks wrote: > >>>This patch series is intended to improve performance when limited CPU-visible > >>>VRAM is under pressure. > >>> > >>>Moving BOs into visible VRAM is essentially a housekeeping task. It's faster to > >>>access them in VRAM than GTT, but it isn't a hard requirement for them to be in > >>>VRAM. As such, it is unnecessary to spend valuable time blocking on this in the > >>>page fault handler or during command submission. Doing so translates directly > >>>into a longer frame time (ergo stalls and stuttering). > >>> > >>>The problem worsens when attempting to move BOs into visible VRAM when it is > >>>full. This takes much longer than a simple move because other BOs have to be > >>>evicted, which involves finding and then moving potentially hundreds of other > >>>BOs, which is very time consuming. In the case of limited visible VRAM, it's > >>>important to do this sometime to keep the contents of visible VRAM fresh, but > >>>it does not need to be a blocking operation. If visible VRAM is full, the BO > >>>can be read from GTT in the meantime and the BO can be moved to VRAM later. > >>> > >>>Thus, I have made it so that neither the command submission code nor page fault > >>>handler spends time evicting BOs from visible VRAM, and instead this is > >>>deferred to a workqueue function that's queued when CS requests BOs flagged > >>>AMDGPU_GEM_CREATE_CPU_ACCESS_REQUIRED. > >>> > >>>Speaking of CPU_ACCESS_REQUIRED, I've changed the handling of that flag so that > >>>the kernel driver can clear it later even if it was set by userspace. This is > >>>because the userspace graphics library can't know whether the application > >>>really needs it to be CPU_ACCESS_REQUIRED forever. The kernel driver can't know > >>>either, but it does know when page faults occur, and if a BO doesn't appear to > >>>have any page faults when it's moved somewhere inaccessible, the flag can be > >>>removed and it doesn't have to take up space in CPU-visible memory anymore. > >>>This change was based on IRC discussions with Michel. > >>> > >>>Patch 7 fixes a problem with BO moverate throttling that causes visible VRAM > >>>moves to not be throttled if total VRAM isn't full enough. > >>> > >>>I've also added a vis_vramlimit module parameter for debugging purposes. It's > >>>similar to the vramlimit parameter except it limits only visible VRAM. > >>> > >>>I have tested this patch set with the two games I know to be affected by > >>>visible VRAM pressure: DiRT Rally and Dying Light. It practically eliminates > >>>eviction-related stuttering in DiRT Rally as well as very low performance if > >>>visible VRAM is limited to 64MB. It also fixes severely low framerates that > >>>occurred in some areas of Dying Light. All my testing was done with an R9 290 > >>>with 4GB of visible VRAM with an Intel i7 4790. > >>> > >>>-- > >>>John Brooks (Frogging101) > >>> > >>>_______________________________________________ > >>>amd-gfx mailing list > >>>amd-gfx@xxxxxxxxxxxxxxxxxxxxx > >>>https://lists.freedesktop.org/mailman/listinfo/amd-gfx > > _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/dri-devel