Use the helper function in TTM to get TTM mem limit and set GTT size to be equal to TTL mem limit. Signed-off-by: Mukul Joshi <mukul.joshi@xxxxxxx> --- drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c | 25 ++++++------------------- 1 file changed, 6 insertions(+), 19 deletions(-) diff --git a/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c b/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c index ce34b73d05bc..ac220c779fc8 100644 --- a/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c +++ b/drivers/gpu/drm/amd/amdgpu/amdgpu_ttm.c @@ -1807,26 +1807,13 @@ 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 based 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); - /* 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 { + /* Compute GTT size, either based on TTM limit + * or whatever the user passed on module init. + */ + if (amdgpu_gtt_size == -1) + gtt_size = ttm_tt_pages_limit() << PAGE_SHIFT; + else gtt_size = (uint64_t)amdgpu_gtt_size << 20; - } /* Initialize GTT memory pool */ r = amdgpu_gtt_mgr_init(adev, gtt_size); -- 2.35.1