Re: Deadlock problems in binaryswap spu?
Brian Paul <[email protected]>
| Newsgroups | gmane.comp.graphics.chromium.user |
|---|---|
| Message-ID | <[email protected]> |
Joel Welling wrote:
> Brian Paul wrote:
>
>>Hi Joel,
>>
>>If each compute node is going to talk to just one binaryswap node, why
>>use tilesort? I guess I don't see the need for tilesort at all in
>>this config.
>>
>
> Well, the idea was to be able to dial up and down the number of tilesort
> servers as I experimented with the configuration, but as you say it
> wasn't working because the barriers had been broadcast to all servers.
> I had tried some experiments using just a 'pack' spu, but apparently
> not enough of them...
>
>
>>As for the error, if your parallel app is creating a barrier of size N
>>(N=4?), the tilesort SPU will broadcast the barrier to all the
>>crservers. If the crserver has less than N clients, it'll deadlock.
>>
>>The tilesort SPU broadcasts barrier commands because that's what you'd
>>want to do if you were doing parallel tilesort (M tilesort nodes all
>>talking to N rendering nodes).
>>
>>Barriers, however, become tricky to use in a multi-tiered
>>configuration (ex: 3 tiers of nodes A->B->C).
>>
>>One thing you might try is the crserver option to disable/ignore the
>>parallel API (barrier/semaphore) calls:
>>
>> servernode.Conf('ignore_papi', 1)
>>
>
> That does indeed do the trick, in combination with use of a 'pack' spu
> rather than tilesort! I'd wondered what that option was good for; I guess
> now I know!
Next, could you remove the pack SPU? That is, just put the binary
swap SPUs on the application nodes. That'd save a network hop. I'm
assuming you have suitable graphics hardware on the app nodes.
-Brian
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