linux-pm.vger.kernel.org archive mirror
 help / color / mirror / Atom feed
From: Morten Rasmussen <morten.rasmussen@arm.com>
To: peterz@infradead.org, mingo@kernel.org
Cc: rjw@rjwysocki.net, markgross@thegnar.org,
	vincent.guittot@linaro.org, catalin.marinas@arm.com,
	morten.rasmussen@arm.com, linux-pm@vger.kernel.org
Subject: [10/11] use-case 4: Game on Android
Date: Fri, 20 Dec 2013 16:45:50 +0000	[thread overview]
Message-ID: <1387557951-21750-11-git-send-email-morten.rasmussen@arm.com> (raw)
In-Reply-To: <1387557951-21750-1-git-send-email-morten.rasmussen@arm.com>

Games generally have periodic load pattern synchronized to the
frame-rate (30 or 60 Hz). Games workloads typically involve both
graphics rendering (game engine) and audio mixing.

Performance Criteria

Keep the frame-rate as close to the target as possible. Variations are
acceptable. Audio must be handled before the audio buffers runs empty.

Task behaviour

This description is based on one particular Android game, but similar
patterns have been observed for a number of games. Overall, 10+ threads
are active and context switches happen very often. Key game engine tasks
and graphics driver tasks are scheduled ~200-700 times per second. The
top 10 tasks (by cpu time) consists of: One game task, one main game
engine task, three graphics related tasks, three audio tasks, one event
handling task, and one kworker task.

Game engine task: By far the most cpu intensive task. Accounts for about
50% of all cpu load. It is scheduled ~375 times per second (average).
The scheduling pattern repeats every ~16 ms (~60 Hz), where the task
runs for ~12 ms, followed by three shorter periods of activity where the
longest is ~2 ms (unless it is preempted by other tasks). In addition,
the game engine has a worker thread for each cpu. Each of the worker
threads account for ~0.4% of the load, is scheduled ~115 times per
second (average), and only runs for ~56 us (average).

Rendering task: Accounts for ~6% of the load. Scheduled ~200 times per
second (average) and runs for ~420 us (average).

Graphics driver task: Accounts for ~6% of the load. Scheduled ~700 times
per second (average) and runs for 11 us (average).

Game main task: Accounts for ~4% of the load. Scheduled ~170 times per
second (average) and runs for ~37 us (average).

Audio system task: Accounts for ~3% of the load. Scheduled ~120 times
per second (average) and runs for ~42 us (average).

kworker task: Accounts for ~3% of the load. Scheduled ~320 times per
second (average) and runs for ~13 us (average).


  parent reply	other threads:[~2013-12-20 16:45 UTC|newest]

Thread overview: 26+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2013-12-20 16:45 [0/11] Energy-aware scheduling use-cases and scheduler issues Morten Rasmussen
2013-12-20 16:45 ` [1/11] issue 1: Missing power topology information in scheduler Morten Rasmussen
2013-12-22 15:19   ` mark gross
2013-12-30 14:00     ` Morten Rasmussen
2014-01-13 20:23       ` Rafael J. Wysocki
2014-01-14 16:21         ` Morten Rasmussen
2014-01-14 17:09           ` Peter Zijlstra
2013-12-20 16:45 ` [2/11] issue 2: Energy-awareness for heterogeneous systems Morten Rasmussen
2013-12-20 16:45 ` [3/11] issue 3: No understanding of potential cpu capacity Morten Rasmussen
2013-12-20 16:45 ` [4/11] issue 4: Tracking idle states Morten Rasmussen
2013-12-20 16:45 ` [5/11] issue 5: Frequency and uarch invariant task load Morten Rasmussen
2013-12-20 16:45 ` [6/11] issue 6: Poor and non-deterministic performance on heterogeneous systems Morten Rasmussen
2013-12-20 16:45 ` [7/11] use-case 1: Webbrowsing on Android Morten Rasmussen
2013-12-20 16:45 ` [8/11] use-case 2: Audio playback " Morten Rasmussen
2014-01-07 12:15   ` Peter Zijlstra
2014-01-07 12:16     ` Peter Zijlstra
2014-01-07 16:02       ` Morten Rasmussen
2014-01-07 15:55     ` Morten Rasmussen
2013-12-20 16:45 ` [9/11] use-case 3: Video " Morten Rasmussen
2013-12-20 16:45 ` Morten Rasmussen [this message]
2013-12-20 16:45 ` [11/11] system 1: Saving energy using DVFS Morten Rasmussen
2013-12-22 16:28 ` [0/11] Energy-aware scheduling use-cases and scheduler issues mark gross
2013-12-30 12:10   ` Morten Rasmussen
2014-01-12 16:47     ` mark gross
2014-01-13 12:04       ` Catalin Marinas
  -- strict thread matches above, loose matches on Subject: below --
2014-01-07 16:19 [0/11][REPOST] " Morten Rasmussen
2014-01-07 16:19 ` [10/11] use-case 4: Game on Android Morten Rasmussen

Reply instructions:

You may reply publicly to this message via plain-text email
using any one of the following methods:

* Save the following mbox file, import it into your mail client,
  and reply-to-all from there: mbox

  Avoid top-posting and favor interleaved quoting:
  https://en.wikipedia.org/wiki/Posting_style#Interleaved_style

* Reply using the --to, --cc, and --in-reply-to
  switches of git-send-email(1):

  git send-email \
    --in-reply-to=1387557951-21750-11-git-send-email-morten.rasmussen@arm.com \
    --to=morten.rasmussen@arm.com \
    --cc=catalin.marinas@arm.com \
    --cc=linux-pm@vger.kernel.org \
    --cc=markgross@thegnar.org \
    --cc=mingo@kernel.org \
    --cc=peterz@infradead.org \
    --cc=rjw@rjwysocki.net \
    --cc=vincent.guittot@linaro.org \
    /path/to/YOUR_REPLY

  https://kernel.org/pub/software/scm/git/docs/git-send-email.html

* If your mail client supports setting the In-Reply-To header
  via mailto: links, try the mailto: link
Be sure your reply has a Subject: header at the top and a blank line before the message body.
This is a public inbox, see mirroring instructions
for how to clone and mirror all data and code used for this inbox;
as well as URLs for NNTP newsgroup(s).