Hi Dmitry,

I can't speak for the Intel hardware, but you have a very basic misunderstanding of how the AMD GPU MMU works.

The MMU just hides the real address of the buffer, so that switching between different clients just becomes switching between different page tables. But the memory for backing the buffer must still be allocated mostly linearly.

Memory that is meant to be scanned out must be allocated linear not matter what.

Buffers that are used tilled have a very strict alignment restriction for their base address. This alignment restriction divides the memory into several segments and you must make sure that allocating each segment doesn't swizzles its physical memory address. Otherwise you would end up accessing the wrong bank/channel of VRAM which of course is very counter productive for fast memory access. Basically it gives you a whole bunch of new requirements for your memory allocation.

A different story is backing buffers with anonymous system memory. I was told that Jerome just recently did a very interesting talk at XDC about it (didn't have time to look at it myself).

Regards,
Christian.

Am 27.09.2013 20:47, schrieb dm.leontiev7:
Hello

I'm new in linux dri development, so please please forgive me if I dont 
understand something.

I'm working on my opensource gpu project. I've already implemented software 
simulator, and implementation in verilog is 40% complete. Right now I've only 2 
problems: LLVM needs to be patched and DRI. Thats why I wrote this letter: DRI 
is too complicated for me and I think DRI can be safely simplified, and new 
features will be easily implementable.

In my opinion, DRI can be significantly simplified. Just get rid of "buffer" 
concept. I've read intel and amd docs. Modern GPUs have fully functional MMU on board. 
Radeons have multiple MMUs. Also GPUs have special registers which describe buffer types 
and buffer locations within gpu virtual address space. These registers are not related to 
memory protection.

So, memory is protected by GPU's MMU and we can safely allow usermode app to 
aim texture resource register to ANY valid location in address space associated 
with app's GPU context.

Also, as long as we control allocation of physical pages and page tables, we 
can allow usermode app to control it's GPU memory map. Implement the folllowing 
operations: create context, create memmap, alllocate physical pages from a 
specified pool, map the pages to a valid virtual address, release pages(with 
memmap invalidation), and execute any GPU command with a memmap-and there will 
be no need in GEM, TTM and other legacy. This approach is as simple(in lines of 
code) as a hammer.

PBOs and VBOs can be transparently emulated in userspace library, so there will 
be no need to break api.

Btw, this approach enables a very interesring optmization: tile-based page 
flipping. This feature will be especially useful for partial window updates and 
resizing of windows in wayland: an app can dynamically reallocate it's buffer 
and there will be no need for full redraw and XMir driver hacks.

Regards,
Dmitry

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