[PATCH 0/9] Visible VRAM Management Improvements

Felix Kuehling felix.kuehling at amd.com
Fri Jun 23 21:02:58 UTC 2017


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


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)
>
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