[PATCH 14/20] drm/radeon: multiple ring allocator v2
Christian König
deathsimple at vodafone.de
Mon May 7 09:45:26 PDT 2012
On 07.05.2012 17:23, Jerome Glisse wrote:
> On Mon, May 7, 2012 at 7:42 AM, Christian König<deathsimple at vodafone.de> wrote:
>> A startover with a new idea for a multiple ring allocator.
>> Should perform as well as a normal ring allocator as long
>> as only one ring does somthing, but falls back to a more
>> complex algorithm if more complex things start to happen.
>>
>> We store the last allocated bo in last, we always try to allocate
>> after the last allocated bo. Principle is that in a linear GPU ring
>> progression was is after last is the oldest bo we allocated and thus
>> the first one that should no longer be in use by the GPU.
>>
>> If it's not the case we skip over the bo after last to the closest
>> done bo if such one exist. If none exist and we are not asked to
>> block we report failure to allocate.
>>
>> If we are asked to block we wait on all the oldest fence of all
>> rings. We just wait for any of those fence to complete.
>>
>> v2: We need to be able to let hole point to the list_head, otherwise
>> try free will never free the first allocation of the list. Also
>> stop calling radeon_fence_signalled more than necessary.
>>
>> Signed-off-by: Christian König<deathsimple at vodafone.de>
>> Signed-off-by: Jerome Glisse<jglisse at redhat.com>
> This one is NAK please use my patch. Yes in my patch we never try to
> free anything if there is only on sa_bo in the list if you really care
> about this it's a one line change:
> http://people.freedesktop.org/~glisse/reset5/0001-drm-radeon-multiple-ring-allocator-v2.patch
Nope that won't work correctly, "last" is pointing to the last
allocation and that's the most unlikely to be freed at this time. Also
in this version (like in the one before) radeon_sa_bo_next_hole lets
hole point to the "prev" of the found sa_bo without checking if this
isn't the lists head. That might cause a crash if an to be freed
allocation is the first one in the buffer.
What radeon_sa_bo_try_free would need to do to get your approach working
is to loop over the end of the buffer and also try to free at the
beginning, but saying that keeping the last allocation results in a
whole bunch of extra cases and "if"s, while just keeping a pointer to
the "hole" (e.g. where the next allocation is most likely to succeed)
simplifies the code quite a bit (but I agree that on the down side it
makes it harder to understand).
> Your patch here can enter in infinite loop and never return holding
> the lock. See below.
>
> [SNIP]
>> + } while (radeon_sa_bo_next_hole(sa_manager, fences));
> Here you can infinite loop, in the case there is a bunch of hole in
> the allocator but none of them allow to full fill the allocation.
> radeon_sa_bo_next_hole will keep returning true looping over and over
> on all the all. That's why i only restrict my patch to 2 hole skeeping
> and then fails the allocation or try to wait. I believe sadly we need
> an heuristic and 2 hole skeeping at most sounded like a good one.
Nope, that can't be an infinite loop, cause radeon_sa_bo_next_hole in
conjunction with radeon_sa_bo_try_free are eating up the opportunities
for holes.
Look again, it probably will never loop more than RADEON_NUM_RINGS + 1,
with the exception for allocating in a complete scattered buffer, and
even then it will never loop more often than halve the number of current
allocations (and that is really really unlikely).
Cheers,
Christian.
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