DRM_INFO("amdgpu: %uM of VRAM memory ready\n",
(unsigned) (adev->gmc.real_vram_size / (1024 * 1024)));
- /* Compute GTT size, either bsaed on 3/4th the size of RAM size
+ /* Compute GTT size, either based on 1/2 the size of RAM size
* or whatever the user passed on module init */
if (amdgpu_gtt_size == -1) {
struct sysinfo si;
si_meminfo(&si);
- gtt_size = min(max((AMDGPU_DEFAULT_GTT_SIZE_MB << 20),
- adev->gmc.mc_vram_size),
- ((uint64_t)si.totalram * si.mem_unit * 3/4));
- }
- else
+ /* Certain GL unit tests for large textures can cause problems
+ * with the OOM killer since there is no way to link this memory
+ * to a process. This was originally mitigated (but not necessarily
+ * eliminated) by limiting the GTT size. The problem is this limit
+ * is often too low for many modern games so just make the limit 1/2
+ * of system memory which aligns with TTM. The OOM accounting needs
+ * to be addressed, but we shouldn't prevent common 3D applications
+ * from being usable just to potentially mitigate that corner case.
+ */
+ gtt_size = max((AMDGPU_DEFAULT_GTT_SIZE_MB << 20),
+ (u64)si.totalram * si.mem_unit / 2);
+ } else {
gtt_size = (uint64_t)amdgpu_gtt_size << 20;
+ }
/* Initialize GTT memory pool */
r = amdgpu_gtt_mgr_init(adev, gtt_size);