|| ||Dave Airlie <firstname.lastname@example.org>|
|| ||[PATCH series] DRM memory manager core|
|| ||Mon, 5 Nov 2007 06:29:26 +0000 (GMT)|
These patches are the first set of patches containing the core components
of the DRI memory manger from Tungsten Graphics.
At least one patch is too big for the list, and I spent a lot of time
getting the separation even to this level...
the patches are here:
What is this?
The DRI memory manager is a new unified memory manager for GPUs initially
targetted at Intel Integrated devices.
What's changed recently?
The major thrust of recent work has been to try and stabilise the memory
manager API (ioctls) such that we believe they are supportable going
forward. Thomas Hellstrom (TG), Eric Anholt (Intel) and me (Red Hat), have
worked to create a cleaner API that we believe should provide the
functionality we need from a GPU memory manager going forward. We have
focused on the API as this is set in stone once we merge the code into a
What are in these patches?
The patches contain the changes to the core DRM infrastructure to add
support for fencing and buffer objects. It doesn't contain the AGP backend
or the i915 driver which will be posted later.
Issues raised previously:
1. use of proc - drm already uses proc so until all of the drm moves out
of proc, no point adding a whole new interface just for one info file.
2. heuristic for memory limiting. - Users can allocate a lot of locked
memory using the GPU memory manager this is required for graphics
applications. The current code just imposes a limit worked out from the
amount of low memory. We have talked to benh about trying to solve this in
a generic way along with SPU.
3. style - yes the code should nearly all be kernel style, and I don't
think it introduces any new compat wrappers or anything for ppl to give
out about (except maybe the memory limiter).
I think its about time we merged this code, it is in an area of the
kernel wholly self-contained and mostly maintained by me, and adds a
feature that allows userspace graphics to leverage features of graphics
cards that only the binary vendors have done up until now.
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