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Re: [Qemu-devel] Re: [PATCH] Implement a virtio GPU transport


From: Ian Molton
Subject: Re: [Qemu-devel] Re: [PATCH] Implement a virtio GPU transport
Date: Thu, 28 Oct 2010 12:54:34 +0100
User-agent: Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.9.1.12) Gecko/20100917 Icedove/3.0.8

On 28/10/10 10:27, Avi Kivity wrote:
On 10/27/2010 03:00 PM, Ian Molton wrote:
On 19/10/10 11:39, Avi Kivity wrote:
On 10/19/2010 12:31 PM, Ian Molton wrote:

2. should start with a patch to the virtio-pci spec to document what
you're doing

Where can I find that spec?

http://ozlabs.org/~rusty/virtio-spec/

Ok, but I'm not patching that until theres been some review.

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.

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.

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.

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).

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.

-Ian



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