Freedreno Works On Context Priority Support, Plumbs Into Gallium3D
There's been a theme recently with the open-source graphics drivers of working on priority scheduling support from AMDGPU priority scheduling for VR use-cases and tied into RADV to Intel also allowing context priority support that in turn is exposed through EGL. The Freedreno driver has also been working on a context priority implementation.
Rob Clark of the Freedreno project this week posted new patches for implementing context priority support for his Gallium3D driver with supported Qualcomm Adreno hardware and on a supported kernel with the MSM DRM code. The work also includes some generic Gallium3D plumbing for adding a new capability for drivers that want to expose per-context priorities. This Gallium3D driver implementation allows for low, medium, and high context priorities or for all non-Freedreno drivers right now just doesn't expose the cap.
Only with Freedreno for now it's wired in. For now he hasn't plumbed this context priority support to any EGL extension or the like but for now can be tested with the FD_MESA_DEBUG=hiprio environment variable if wanting to give a particular OpenGL application higher priority over the rest of the graphics work.
Rob Clark of the Freedreno project this week posted new patches for implementing context priority support for his Gallium3D driver with supported Qualcomm Adreno hardware and on a supported kernel with the MSM DRM code. The work also includes some generic Gallium3D plumbing for adding a new capability for drivers that want to expose per-context priorities. This Gallium3D driver implementation allows for low, medium, and high context priorities or for all non-Freedreno drivers right now just doesn't expose the cap.
Only with Freedreno for now it's wired in. For now he hasn't plumbed this context priority support to any EGL extension or the like but for now can be tested with the FD_MESA_DEBUG=hiprio environment variable if wanting to give a particular OpenGL application higher priority over the rest of the graphics work.
3 Comments