Re: [PATCH] mm: Implement swap prefetching tweaks

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On Saturday 11 March 2006 17:05, Mike Galbraith wrote:
> On Sat, 2006-03-11 at 07:00 +0100, Mike Galbraith wrote:
> > On Sat, 2006-03-11 at 16:50 +1100, Con Kolivas wrote:
> > > On Saturday 11 March 2006 16:33, Mike Galbraith wrote:
> > > > On Sat, 2006-03-11 at 14:50 +1100, Con Kolivas wrote:
> > > > > On Saturday 11 March 2006 09:35, Andrew Morton wrote:
> > > > > > Con Kolivas <[email protected]> wrote:
> > > > > > > +	/*
> > > > > > > +	 * get_page_state is super expensive so we only perform it
> > > > > > > every +	 * SWAP_CLUSTER_MAX prefetched_pages.
> > > > > >
> > > > > > nr_running() is similarly expensive btw.
> > > > >
> > > > > Yes which is why I do it just as infrequently as get_page_state.
> > > > >
> > > > > > > 	 * We also test if we're the only
> > > > > > > +	 * task running anywhere. We want to have as little impact on
> > > > > > > all +	 * resources (cpu, disk, bus etc). As this iterates over
> > > > > > > every cpu +	 * we measure this infrequently.
> > > > > > > +	 */
> > > > > > > +	if (!(sp_stat.prefetched_pages % SWAP_CLUSTER_MAX)) {
> > > > > > > +		unsigned long cpuload = nr_running();
> > > > > > > +
> > > > > > > +		if (cpuload > 1)
> > > > > > > +			goto out;
> > > > > >
> > > > > > Sorry, this is just wrong.  If swap prefetch is useful then it's
> > > > > > also useful if some task happens to be sitting over in the corner
> > > > > > calculating pi.
> > > > > >
> > > > > > What's the actual problem here?  Someone's 3d game went blippy? 
> > > > > > Why? How much?  Are we missing a cond_resched()?
> > > > >
> > > > > No, it's pretty easy to reproduce, kprefetchd sits there in
> > > > > uninterruptible sleep with one cpu on SMP pegged at 100% iowait due
> > > > > to it. This tends to have noticeable effects everywhere on HT or
> > > > > SMP. On UP the yielding helped it but even then it still causes
> > > > > blips. How much? Well to be honest it's noticeable a shipload.
> > > > > Running a game, any game, that uses 100% (and most fancy games do)
> > > > > causes stuttering on audio, pauses and so on. This is evident on
> > > > > linux native games, games under emulators or qemu and so on. That
> > > > > iowait really hurts, and tweaking just priority doesn't help it in
> > > > > any way.
> > > >
> > > > That doesn't really make sense to me.  If a task can trigger audio
> > > > dropout and stalls by sleeping, we have a serious problem.  In your
> > > > SMP/HT case, I'd start crawling over the load balancing code.  I
> > > > can't see how trivial CPU with non-saturated IO can cause dropout in
> > > > the UP case either.  Am I missing something?
> > >
> > > Clearly you, me and everyone else is missing something. I see it with
> > > each task bound to one cpu with cpu affinity so it's not a balancing
> > > issue. Try it yourself if you can instead of not believing me. Get a
> > > big dd reader (virtually no cpu and all io wait sleep) on one cpu and
> > > try and play a game on the other cpu. It dies rectally.
> >
> > I said it didn't make sense to me, not that I didn't believe you.  If I
> > had a real SMP box, I would look into it, but all I have is HT.
> >
> > If you're creating a lot of traffic, I can see it causing problems.  I
> > was under the impression that you were doing minimal IO and absolutely
> > trivial CPU.  That's what didn't make sense to me to be clear.

> P.S.  If it's hefty IO, it makes sense, and having the ability to do PIO
> instead of DMA would be probably help.

That would probably be worse, because then it would use much more cpu in the 
form of kernel context time and not be attributed to kprefetchd at all. 
Anyway this is clearly not a workaround (yes I do know you weren't promoting 
it as such).

Cheers,
Con
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