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Message-ID: <20110613072850.7234462b@infradead.org>
Date: Mon, 13 Jun 2011 07:28:50 -0700
From: Arjan van de Ven <arjan@...radead.org>
To: paulmck@...ux.vnet.ibm.com
Cc: Matthew Garrett <mjg59@...f.ucam.org>,
Kyungmin Park <kmpark@...radead.org>,
Andrew Morton <akpm@...ux-foundation.org>,
Ankita Garg <ankita@...ibm.com>,
linux-arm-kernel@...ts.infradead.org, linux-mm@...ck.org,
linux-kernel@...r.kernel.org, linux-pm@...ts.linux-foundation.org,
svaidy@...ux.vnet.ibm.com, thomas.abraham@...aro.org
Subject: Re: [PATCH 00/10] mm: Linux VM Infrastructure to support Memory
Power Management
On Sun, 12 Jun 2011 16:07:07 -0700
"Paul E. McKenney" <paulmck@...ux.vnet.ibm.com> wrote:
> >
> > the codec issue seems to be solved in time; a previous generation
> > silicon on our (Intel) side had ARM ecosystem blocks that did not do
> > scatter gather, however the current generation ARM ecosystem blocks
> > all seem to have added S/G to them....
> > (in part this is coming from the strong desire to get camera/etc
> > blocks to all use "GPU texture" class memory, so that the camera
> > can directly deposit its information into a gpu texture, and
> > similar for media encode/decode blocks... this avoids copies as
> > well as duplicate memory).
>
> That is indeed a clever approach!
>
> Of course, if the GPU textures are in main memory, there will still
> be memory consumption gains to be had as the image size varies (e.g.,
> displaying image on one hand vs. menus and UI on the other).
graphics drivers and the whole graphics stack is set up to deal with
that... textures aren't per se "screen size", the texture for a button
is only as large as the button (with some rounding up to multiples of
some small power of two)
--
Arjan van de Ven Intel Open Source Technology Centre
For development, discussion and tips for power savings,
visit http://www.lesswatts.org
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