From: Avi Kivity <avi@redhat.com>
To: Ian Molton <ian.molton@collabora.co.uk>
Cc: virtualization@lists.osdl.org, linux-kernel@vger.kernel.org,
QEMU Developers <qemu-devel@nongnu.org>
Subject: Re: [Qemu-devel] Re: [PATCH] Implement a virtio GPU transport
Date: Thu, 28 Oct 2010 16:24:04 +0200 [thread overview]
Message-ID: <4CC98784.7020907@redhat.com> (raw)
In-Reply-To: <4CC9647A.50108@collabora.co.uk>
On 10/28/2010 01:54 PM, Ian Molton wrote:
>> Well, I like to review an implementation against a spec.
>
>
> True, but then all that would prove is that I can write a spec to
> match the code.
It would also allow us to check that the spec matches the requirements.
Those two steps are easier than checking that the code matches the
requirements.
> The code is proof of concept. the kernel bit is pretty simple, but I'd
> like to get some idea of whether the rest of the code will be accepted
> given that theres not much point in having any one (or two) of these
> components exist without the other.
I guess some graphics people need to be involved.
>
>> Better, but still unsatisfying. If the server is busy, the caller would
>> block. I guess it's expected since it's called from ->fsync(). I'm not
>> sure whether that's the best interface, perhaps aio_writev is better.
>
> The caller is intended to block as the host must perform GL rendering
> before allowing the guests process to continue.
Why is that? Can't we pipeline the process?
>
> The only real bottleneck is that processes will block trying to submit
> data if another process is performing rendering, but that will only be
> solved when the renderer is made multithreaded. The same would happen
> on a real GPU if it had only one queue too.
>
> If you look at the host code, you can see that the data is already
> buffered per-process, in a pretty sensible way. if the renderer itself
> were made a seperate thread, then this problem magically disappears
> (the queuing code on the host is pretty fast).
Well, this is out of my area of expertise. I don't like it, but if it's
acceptable to the gpu people, okay.
>
> In testing, the overhead of this was pretty small anyway. Running a
> few dozen glxgears and a copy of ioquake3 simultaneously on an intel
> video card managed the same framerate with the same CPU utilisation,
> both with the old code and the version I just posted. Contention
> during rendering just isn't much of an issue.
--
error compiling committee.c: too many arguments to function
next prev parent reply other threads:[~2010-10-28 14:24 UTC|newest]
Thread overview: 32+ messages / expand[flat|nested] mbox.gz Atom feed top
[not found] <4CAC9CD1.2050601@collabora.co.uk>
[not found] ` <4CB1D79A.6070805@redhat.com>
2010-10-19 10:31 ` [Qemu-devel] Re: [PATCH] Implement a virtio GPU transport Ian Molton
2010-10-19 10:39 ` Avi Kivity
2010-10-27 13:00 ` Ian Molton
2010-10-28 9:27 ` Avi Kivity
2010-10-28 11:54 ` Ian Molton
2010-10-28 14:24 ` Avi Kivity [this message]
2010-10-28 14:43 ` Anthony Liguori
2010-10-28 19:50 ` Ian Molton
2010-10-28 20:14 ` Anthony Liguori
2010-10-28 21:41 ` Ian Molton
2010-10-28 19:52 ` Ian Molton
2010-11-01 10:42 ` Avi Kivity
2010-11-01 13:21 ` Anthony Liguori
2010-11-01 15:49 ` Ian Molton
2010-11-01 15:57 ` Anthony Liguori
2010-11-03 17:49 ` Ian Molton
2010-11-01 15:50 ` Ian Molton
2010-10-29 11:18 ` Rusty Russell
2010-10-29 11:49 ` Ed Tomlinson
2010-10-29 13:05 ` Anthony Liguori
2010-11-01 11:53 ` Alon Levy
2010-11-01 13:28 ` Anthony Liguori
2010-11-03 18:03 ` Ian Molton
2010-11-03 18:17 ` Anthony Liguori
2010-11-05 18:05 ` Ian Molton
2010-11-10 17:22 ` Ian Molton
2010-11-10 17:47 ` Anthony Liguori
2010-11-12 12:14 ` Ian Molton
2010-11-12 13:21 ` Anthony Liguori
2010-11-04 9:13 ` Alon Levy
2010-11-05 17:57 ` Ian Molton
2010-11-03 17:50 ` Ian Molton
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