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由 Chris Wilson 提交于
If we encounter a situation where the CPU blocks waiting for results from the GPU, give the GPU a kick to boost its the frequency. This should work to reduce user interface stalls and to quickly promote mesa to high frequencies - but the cost is that our requested frequency stalls high (as we do not idle for long enough before rc6 to start reducing frequencies, nor are we aggressive at down clocking an underused GPU). However, this should be mitigated by rc6 itself powering off the GPU when idle, and that energy use is dependent upon the workload of the GPU in addition to its frequency (e.g. the math or sampler functions only consume power when used). Still, this is likely to adversely affect light workloads. In particular, this nearly eliminates the highly noticeable wake-up lag in animations from idle. For example, expose or workspace transitions. (However, given the situation where we fail to downclock, our requested frequency is almost always the maximum, except for Baytrail where we manually downclock upon idling. This often masks the latency of upclocking after being idle, so animations are typically smooth - at the cost of increased power consumption.) Stéphane raised the concern that this will punish good applications and reward bad applications - but due to the nature of how mesa performs its client throttling, I believe all mesa applications will be roughly equally affected. To address this concern, and to prevent applications like compositors from permanently boosting the RPS state, we ratelimit the frequency of the wait-boosts each client recieves. Unfortunately, this techinique is ineffective with Ironlake - which also has dynamic render power states and suffers just as dramatically. For Ironlake, the thermal/power headroom is shared with the CPU through Intelligent Power Sharing and the intel-ips module. This leaves us with no GPU boost frequencies available when coming out of idle, and due to hardware limitations we cannot change the arbitration between the CPU and GPU quickly enough to be effective. v2: Limit each client to receiving a single boost for each active period. Tested by QA to only marginally increase power, and to demonstrably increase throughput in games. No latency measurements yet. v3: Cater for front-buffer rendering with manual throttling. v4: Tidy up. v5: Sadly the compositor needs frequent boosts as it may never idle, but due to its picking mechanism (using ReadPixels) may require frequent waits. Those waits, along with the waits for the vrefresh swap, conspire to keep the GPU at low frequencies despite the interactive latency. To overcome this we ditch the one-boost-per-active-period and just ratelimit the number of wait-boosts each client can receive. Reported-and-tested-by: NPaul Neumann <paul104x@yahoo.de> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68716Signed-off-by: NChris Wilson <chris@chris-wilson.co.uk> Cc: Kenneth Graunke <kenneth@whitecape.org> Cc: Stéphane Marchesin <stephane.marchesin@gmail.com> Cc: Owen Taylor <otaylor@redhat.com> Cc: "Meng, Mengmeng" <mengmeng.meng@intel.com> Cc: "Zhuang, Lena" <lena.zhuang@intel.com> Reviewed-by: NJesse Barnes <jbarnes@virtuousgeek.org> [danvet: No extern for function prototypes in headers.] Signed-off-by: NDaniel Vetter <daniel.vetter@ffwll.ch>
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