Hi folks,
This is Yiwei from the Android Platform Graphics team. On the downstream Android, vendors used to report GPU private memory allocations with debugfs nodes in their own formats. However, debugfs nodes are getting deprecated in the next Android release, so we are taking the chance to unify all the vendors to migrate their existing debugfs nodes into a standardized sysfs node structure. Then the platform is able to do a bunch of useful things: memory profiling, system health coverage, field metrics, local shell dump, in-app api, etc.
Some vendors tend to do a lot of upstreams, so we are also seeking the upstream possibilities here instead of making it an Android only thing.
Attached are screenshots for the node structure we drafted and an example for that.
For the top level root, vendors can choose their own names based on the value of ro.gfx.sysfs.0 the vendors set.
- For the multiple gpu driver cases, we can use ro.gfx.sysfs.1, ro.gfx.sysfs.2 for the 2nd and 3rd KMDs. - It's also allowed to put some sub-dir for example "kgsl/gpu_mem" or "mali0/gpu_mem" in the ro.gfx.sysfs.<channel> property if the root name under /sys/devices/ is already created and used for other purposes.
For the 2nd level pids, there are usually just a couple of them per snapshot, since we only takes snapshot for the active ones.
For the 3rd level types, the type name will be one of the GPU memory object types in lower case, and the value will be a comma separated sequence of size values for all the allocations under that specific type.
- For the GPU memory object types, we defined 9 different types for Android: - // not accounted for in any other category UNKNOWN = 0; // shader binaries SHADER = 1; // allocations which have a lifetime similar to a VkCommandBuffer COMMAND = 2; // backing for VkDeviceMemory VULKAN = 3; // GL Texture and RenderBuffer GL_TEXTURE = 4; // GL Buffer GL_BUFFER = 5; // backing for query QUERY = 6; // allocations which have a lifetime similar to a VkDescriptorSet DESCRIPTOR = 7; // random transient things that the driver needs TRANSIENT = 8; - We are wondering if those type enumerations make sense to the upstream side as well, or maybe we just deal with our own different type sets. Cuz on the Android side, we'll just read those nodes named after the types we defined in the sysfs node structure. - The node value can be: 4096,81920,...,4096
Looking forward to any concerns/comments/suggestions!
Best regards, Yiwei
(cc kernel-team@android.com)
On Wed, Oct 23, 2019 at 11:01 AM Yiwei Zhang zzyiwei@google.com wrote:
Hi folks,
This is Yiwei from the Android Platform Graphics team. On the downstream Android, vendors used to report GPU private memory allocations with debugfs nodes in their own formats. However, debugfs nodes are getting deprecated in the next Android release, so we are taking the chance to unify all the vendors to migrate their existing debugfs nodes into a standardized sysfs node structure. Then the platform is able to do a bunch of useful things: memory profiling, system health coverage, field metrics, local shell dump, in-app api, etc.
Some vendors tend to do a lot of upstreams, so we are also seeking the upstream possibilities here instead of making it an Android only thing.
Attached are screenshots for the node structure we drafted and an example for that.
For the top level root, vendors can choose their own names based on the value of ro.gfx.sysfs.0 the vendors set.
For the multiple gpu driver cases, we can use ro.gfx.sysfs.1, ro.gfx.sysfs.2 for the 2nd and 3rd KMDs. It's also allowed to put some sub-dir for example "kgsl/gpu_mem" or "mali0/gpu_mem" in the ro.gfx.sysfs.<channel> property if the root name under /sys/devices/ is already created and used for other purposes.
For the 2nd level pids, there are usually just a couple of them per snapshot, since we only takes snapshot for the active ones.
For the 3rd level types, the type name will be one of the GPU memory object types in lower case, and the value will be a comma separated sequence of size values for all the allocations under that specific type.
For the GPU memory object types, we defined 9 different types for Android:
// not accounted for in any other category UNKNOWN = 0; // shader binaries SHADER = 1; // allocations which have a lifetime similar to a VkCommandBuffer COMMAND = 2; // backing for VkDeviceMemory VULKAN = 3; // GL Texture and RenderBuffer GL_TEXTURE = 4; // GL Buffer GL_BUFFER = 5; // backing for query QUERY = 6; // allocations which have a lifetime similar to a VkDescriptorSet DESCRIPTOR = 7; // random transient things that the driver needs TRANSIENT = 8;
We are wondering if those type enumerations make sense to the upstream side as well, or maybe we just deal with our own different type sets. Cuz on the Android side, we'll just read those nodes named after the types we defined in the sysfs node structure.
The node value can be: 4096,81920,...,4096
Looking forward to any concerns/comments/suggestions!
Best regards, Yiwei
On Wed, Oct 23, 2019 at 11:00:58AM -0700, Yiwei Zhang wrote:
Hi folks,
This is Yiwei from the Android Platform Graphics team. On the downstream Android, vendors used to report GPU private memory allocations with debugfs nodes in their own formats. However, debugfs nodes are getting deprecated in the next Android release, so we are taking the chance to unify all the vendors to migrate their existing debugfs nodes into a standardized sysfs node structure. Then the platform is able to do a bunch of useful things: memory profiling, system health coverage, field metrics, local shell dump, in-app api, etc.
Some vendors tend to do a lot of upstreams, so we are also seeking the upstream possibilities here instead of making it an Android only thing.
Attached are screenshots for the node structure we drafted and an example for that.
For the top level root, vendors can choose their own names based on the value of ro.gfx.sysfs.0 the vendors set.
- For the multiple gpu driver cases, we can use ro.gfx.sysfs.1,
ro.gfx.sysfs.2 for the 2nd and 3rd KMDs.
- It's also allowed to put some sub-dir for example "kgsl/gpu_mem" or
"mali0/gpu_mem" in the ro.gfx.sysfs.<channel> property if the root name under /sys/devices/ is already created and used for other purposes.
For the 2nd level pids, there are usually just a couple of them per snapshot, since we only takes snapshot for the active ones.
For the 3rd level types, the type name will be one of the GPU memory object types in lower case, and the value will be a comma separated sequence of size values for all the allocations under that specific type.
- For the GPU memory object types, we defined 9 different types for
Android: - // not accounted for in any other category UNKNOWN = 0; // shader binaries SHADER = 1; // allocations which have a lifetime similar to a VkCommandBuffer COMMAND = 2; // backing for VkDeviceMemory VULKAN = 3; // GL Texture and RenderBuffer GL_TEXTURE = 4; // GL Buffer GL_BUFFER = 5; // backing for query QUERY = 6; // allocations which have a lifetime similar to a VkDescriptorSet DESCRIPTOR = 7; // random transient things that the driver needs TRANSIENT = 8; - We are wondering if those type enumerations make sense to the upstream side as well, or maybe we just deal with our own different type sets. Cuz on the Android side, we'll just read those nodes named after the types we defined in the sysfs node structure.
- The node value can be: 4096,81920,...,4096
Looking forward to any concerns/comments/suggestions!
Hi Yiwei.
This is an important discussion that I think we need to have but many of us use text based email clients and PNG attachments are clumsy. It might help move the discussion along if you described the suggested interfaces in text (bonus: this could be the start of the .rst documentation) or provided a link to a cloud document that we could peruse.
Thanks,
On Mon, Oct 28, 2019 at 08:47:58AM -0600, Jordan Crouse wrote:
On Wed, Oct 23, 2019 at 11:00:58AM -0700, Yiwei Zhang wrote:
Hi folks,
This is Yiwei from the Android Platform Graphics team. On the downstream Android, vendors used to report GPU private memory allocations with debugfs nodes in their own formats. However, debugfs nodes are getting deprecated in the next Android release, so we are taking the chance to unify all the vendors to migrate their existing debugfs nodes into a standardized sysfs node structure. Then the platform is able to do a bunch of useful things: memory profiling, system health coverage, field metrics, local shell dump, in-app api, etc.
Some vendors tend to do a lot of upstreams, so we are also seeking the upstream possibilities here instead of making it an Android only thing.
Attached are screenshots for the node structure we drafted and an example for that.
For the top level root, vendors can choose their own names based on the value of ro.gfx.sysfs.0 the vendors set.
- For the multiple gpu driver cases, we can use ro.gfx.sysfs.1,
ro.gfx.sysfs.2 for the 2nd and 3rd KMDs.
- It's also allowed to put some sub-dir for example "kgsl/gpu_mem" or
"mali0/gpu_mem" in the ro.gfx.sysfs.<channel> property if the root name under /sys/devices/ is already created and used for other purposes.
For the 2nd level pids, there are usually just a couple of them per snapshot, since we only takes snapshot for the active ones.
For the 3rd level types, the type name will be one of the GPU memory object types in lower case, and the value will be a comma separated sequence of size values for all the allocations under that specific type.
- For the GPU memory object types, we defined 9 different types for
Android: - // not accounted for in any other category UNKNOWN = 0; // shader binaries SHADER = 1; // allocations which have a lifetime similar to a VkCommandBuffer COMMAND = 2; // backing for VkDeviceMemory VULKAN = 3; // GL Texture and RenderBuffer GL_TEXTURE = 4; // GL Buffer GL_BUFFER = 5; // backing for query QUERY = 6; // allocations which have a lifetime similar to a VkDescriptorSet DESCRIPTOR = 7; // random transient things that the driver needs TRANSIENT = 8; - We are wondering if those type enumerations make sense to the upstream side as well, or maybe we just deal with our own different type sets. Cuz on the Android side, we'll just read those nodes named after the types we defined in the sysfs node structure.
- The node value can be: 4096,81920,...,4096
Looking forward to any concerns/comments/suggestions!
Hi Yiwei.
This is an important discussion that I think we need to have but many of us use text based email clients and PNG attachments are clumsy. It might help move the discussion along if you described the suggested interfaces in text (bonus: this could be the start of the .rst documentation) or provided a link to a cloud document that we could peruse.
Which you have already done. Sorry about that, maybe I should go through all my inbox before opening my mouth. :)
Jordan
On Mon, Oct 28, 2019 at 10:56 AM Jordan Crouse jcrouse@codeaurora.org wrote:
On Mon, Oct 28, 2019 at 08:47:58AM -0600, Jordan Crouse wrote:
On Wed, Oct 23, 2019 at 11:00:58AM -0700, Yiwei Zhang wrote:
Hi folks,
This is Yiwei from the Android Platform Graphics team. On the downstream Android, vendors used to report GPU private memory allocations with debugfs nodes in their own formats. However, debugfs nodes are getting deprecated in the next Android release, so we are taking the chance to unify all the vendors to migrate their existing debugfs nodes into a standardized sysfs node structure. Then the platform is able to do a bunch of useful things: memory profiling, system health coverage, field metrics, local shell dump, in-app api, etc.
Some vendors tend to do a lot of upstreams, so we are also seeking the upstream possibilities here instead of making it an Android only thing.
Attached are screenshots for the node structure we drafted and an example for that.
For the top level root, vendors can choose their own names based on the value of ro.gfx.sysfs.0 the vendors set.
- For the multiple gpu driver cases, we can use ro.gfx.sysfs.1,
ro.gfx.sysfs.2 for the 2nd and 3rd KMDs.
- It's also allowed to put some sub-dir for example "kgsl/gpu_mem" or
"mali0/gpu_mem" in the ro.gfx.sysfs.<channel> property if the root name under /sys/devices/ is already created and used for other purposes.
For the 2nd level pids, there are usually just a couple of them per snapshot, since we only takes snapshot for the active ones.
For the 3rd level types, the type name will be one of the GPU memory object types in lower case, and the value will be a comma separated sequence of size values for all the allocations under that specific type.
- For the GPU memory object types, we defined 9 different types for
Android: - // not accounted for in any other category UNKNOWN = 0; // shader binaries SHADER = 1; // allocations which have a lifetime similar to a VkCommandBuffer COMMAND = 2; // backing for VkDeviceMemory VULKAN = 3; // GL Texture and RenderBuffer GL_TEXTURE = 4; // GL Buffer GL_BUFFER = 5; // backing for query QUERY = 6; // allocations which have a lifetime similar to a VkDescriptorSet DESCRIPTOR = 7; // random transient things that the driver needs TRANSIENT = 8; - We are wondering if those type enumerations make sense to the upstream side as well, or maybe we just deal with our own different type sets. Cuz on the Android side, we'll just read those nodes named after the types we defined in the sysfs node structure.
- The node value can be: 4096,81920,...,4096
Looking forward to any concerns/comments/suggestions!
Hi Yiwei.
This is an important discussion that I think we need to have but many of us use text based email clients and PNG attachments are clumsy. It might help move the discussion along if you described the suggested interfaces in text (bonus: this could be the start of the .rst documentation) or provided a link to a cloud document that we could peruse.
Which you have already done. Sorry about that, maybe I should go through all my inbox before opening my mouth. :)
Fwiw, both copies hit my spam folder, I'm guessing because @google.com has DMARC enforced. So your email was a good reminder to check my spam.
Sean
Jordan
-- The Qualcomm Innovation Center, Inc. is a member of Code Aurora Forum, a Linux Foundation Collaborative Project _______________________________________________ dri-devel mailing list dri-devel@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/dri-devel
On Mon, Oct 28, 2019 at 11:07:28AM -0400, Sean Paul wrote:
On Mon, Oct 28, 2019 at 10:56 AM Jordan Crouse jcrouse@codeaurora.org wrote:
On Mon, Oct 28, 2019 at 08:47:58AM -0600, Jordan Crouse wrote:
On Wed, Oct 23, 2019 at 11:00:58AM -0700, Yiwei Zhang wrote:
Hi folks,
This is Yiwei from the Android Platform Graphics team. On the downstream Android, vendors used to report GPU private memory allocations with debugfs nodes in their own formats. However, debugfs nodes are getting deprecated in the next Android release, so we are taking the chance to unify all the vendors to migrate their existing debugfs nodes into a standardized sysfs node structure. Then the platform is able to do a bunch of useful things: memory profiling, system health coverage, field metrics, local shell dump, in-app api, etc.
Some vendors tend to do a lot of upstreams, so we are also seeking the upstream possibilities here instead of making it an Android only thing.
Attached are screenshots for the node structure we drafted and an example for that.
For the top level root, vendors can choose their own names based on the value of ro.gfx.sysfs.0 the vendors set.
- For the multiple gpu driver cases, we can use ro.gfx.sysfs.1,
ro.gfx.sysfs.2 for the 2nd and 3rd KMDs.
- It's also allowed to put some sub-dir for example "kgsl/gpu_mem" or
"mali0/gpu_mem" in the ro.gfx.sysfs.<channel> property if the root name under /sys/devices/ is already created and used for other purposes.
For the 2nd level pids, there are usually just a couple of them per snapshot, since we only takes snapshot for the active ones.
For the 3rd level types, the type name will be one of the GPU memory object types in lower case, and the value will be a comma separated sequence of size values for all the allocations under that specific type.
- For the GPU memory object types, we defined 9 different types for
Android: - // not accounted for in any other category UNKNOWN = 0; // shader binaries SHADER = 1; // allocations which have a lifetime similar to a VkCommandBuffer COMMAND = 2; // backing for VkDeviceMemory VULKAN = 3; // GL Texture and RenderBuffer GL_TEXTURE = 4; // GL Buffer GL_BUFFER = 5; // backing for query QUERY = 6; // allocations which have a lifetime similar to a VkDescriptorSet DESCRIPTOR = 7; // random transient things that the driver needs TRANSIENT = 8; - We are wondering if those type enumerations make sense to the upstream side as well, or maybe we just deal with our own different type sets. Cuz on the Android side, we'll just read those nodes named after the types we defined in the sysfs node structure.
- The node value can be: 4096,81920,...,4096
Looking forward to any concerns/comments/suggestions!
Hi Yiwei.
This is an important discussion that I think we need to have but many of us use text based email clients and PNG attachments are clumsy. It might help move the discussion along if you described the suggested interfaces in text (bonus: this could be the start of the .rst documentation) or provided a link to a cloud document that we could peruse.
Which you have already done. Sorry about that, maybe I should go through all my inbox before opening my mouth. :)
Fwiw, both copies hit my spam folder, I'm guessing because @google.com has DMARC enforced. So your email was a good reminder to check my spam.
Hm not finding the original mail at all, so replying here.
I think whatever we come up with this should be integrated into the dma-buf/gem object naming we've just done. Maybe just dump all the objects somewhere (atm it's debugfs) and let userspace tally it up? At least with the current approach of having strings tallying up in the kernel would be a real pain.
Also: Since we've gone with strings that drivers can pick however they want to, not sure the enum thing is a workable idea.
Finally: Would need at least some mesa drivers using this, for upstreaming. -Daniel
Sean
Jordan
-- The Qualcomm Innovation Center, Inc. is a member of Code Aurora Forum, a Linux Foundation Collaborative Project _______________________________________________ dri-devel mailing list dri-devel@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/dri-devel
dri-devel mailing list dri-devel@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/dri-devel
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