return r;
}
- /* Can't move a pinned BO */
abo = ttm_to_amdgpu_bo(bo);
- if (WARN_ON_ONCE(abo->tbo.pin_count > 0))
- return -EINVAL;
-
adev = amdgpu_ttm_adev(bo->bdev);
if (!old_mem || (old_mem->mem_type == TTM_PL_SYSTEM &&
DRM_INFO("amdgpu: %uM of VRAM memory ready\n",
(unsigned) (adev->gmc.real_vram_size / (1024 * 1024)));
- /* 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);
- /* 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 {
+ /* Compute GTT size, either based on TTM limit
+ * or whatever the user passed on module init.
+ */
+ if (amdgpu_gtt_size == -1)
+ gtt_size = ttm_tt_pages_limit() << PAGE_SHIFT;
+ else
gtt_size = (uint64_t)amdgpu_gtt_size << 20;
- }
/* Initialize GTT memory pool */
r = amdgpu_gtt_mgr_init(adev, gtt_size);