Re: Proposal to report GPU private memory allocations with sysfs nodes

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On Mon, Oct 28, 2019 at 08:47:58AM -0600, Jordan Crouse wrote:
> On Wed, Oct 23, 2019 at 11:00:58AM -0700, Yiwei Zhang wrote:
> > Hi folks,
> > 
> > This is Yiwei from the Android Platform Graphics team. On the downstream
> > Android, vendors used to report GPU private memory allocations with debugfs
> > nodes in their own formats. However, debugfs nodes are getting deprecated
> > in the next Android release, so we are taking the chance to unify all the
> > vendors to migrate their existing debugfs nodes into a standardized sysfs
> > node structure. Then the platform is able to do a bunch of useful
> > things: memory profiling, system health coverage, field metrics, local
> > shell dump, in-app api, etc.
> > 
> > Some vendors tend to do a lot of upstreams, so we are also seeking the
> > upstream possibilities here instead of making it an Android only thing.
> > 
> > Attached are screenshots for the node structure we drafted and an example
> > for that.
> > 
> > For the top level root, vendors can choose their own names based on the
> > value of ro.gfx.sysfs.0 the vendors set.
> > 
> >    - For the multiple gpu driver cases, we can use ro.gfx.sysfs.1,
> >    ro.gfx.sysfs.2 for the 2nd and 3rd KMDs.
> >    - It's also allowed to put some sub-dir for example "kgsl/gpu_mem" or
> >    "mali0/gpu_mem" in the ro.gfx.sysfs.<channel> property if the root name
> >    under /sys/devices/ is already created and used for other purposes.
> > 
> > 
> > For the 2nd level pids, there are usually just a couple of them per
> > snapshot, since we only takes snapshot for the active ones.
> > 
> > For the 3rd level types, the type name will be one of the GPU memory object
> > types in lower case, and the value will be a comma separated sequence of
> > size values for all the allocations under that specific type.
> > 
> >    - For the GPU memory object types, we defined 9 different types for
> >    Android:
> >       -     // not accounted for in any other category
> >           UNKNOWN = 0;
> >           // shader binaries
> >           SHADER = 1;
> >           // allocations which have a lifetime similar to a VkCommandBuffer
> >           COMMAND = 2;
> >           // backing for VkDeviceMemory
> >           VULKAN = 3;
> >           // GL Texture and RenderBuffer
> >           GL_TEXTURE = 4;
> >           // GL Buffer
> >           GL_BUFFER = 5;
> >           // backing for query
> >           QUERY = 6;
> >           // allocations which have a lifetime similar to a VkDescriptorSet
> >           DESCRIPTOR = 7;
> >           // random transient things that the driver needs
> >           TRANSIENT = 8;
> >       - We are wondering if those type enumerations make sense to the
> >       upstream side as well, or maybe we just deal with our own different type
> >       sets. Cuz on the Android side, we'll just read those nodes named
> > after the
> >       types we defined in the sysfs node structure.
> >    - The node value can be: 4096,81920,...,4096
> > 
> > 
> > Looking forward to any concerns/comments/suggestions!
> 
> Hi Yiwei.
> 
> This is an important discussion that I think we need to have but many of us use
> text based email clients and PNG attachments are clumsy. It might help move the
> discussion along if you described the suggested interfaces in text (bonus: this
> could be the start of the .rst documentation) or provided a link to a cloud
> document that we could peruse.

Which you have already done.  Sorry about that, maybe I should go through all my
inbox before opening my mouth. :)

Jordan

-- 
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