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    SubjectRe: [PATCH] mm: Implement swap prefetching tweaks
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    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 <kernel@kolivas.org> 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.
    >
    > -Mike

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

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