SWDEV-301667 - Cleanup unused paths

- Refactor code and cleanup logic for callback saving for event records

Change-Id: I5c56aa8e9c968a5bca70fb07ad1796da318e9e89
Этот коммит содержится в:
Saleel Kudchadker
2023-11-01 05:22:47 +00:00
родитель 6d6465cb96
Коммит 1338ff37e8
7 изменённых файлов: 7 добавлений и 50 удалений
-3
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@@ -1285,9 +1285,6 @@ class VirtualDevice : public amd::HeapObject {
//! Returns true if device has active wait setting
bool ActiveWait() const;
//! Returns the status of queue handler callback
virtual bool isHandlerPending() const = 0;
//! Returns fence state of the VirtualGPU
virtual bool isFenceDirty() const = 0;
virtual bool dispatchAqlPacket(uint8_t* aqlpacket) = 0;
-2
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@@ -340,8 +340,6 @@ class VirtualGPU : public device::VirtualDevice {
void profilerAttach(bool enable = false) {}
bool isHandlerPending() const { return false; }
bool isFenceDirty() const { return false; }
inline bool dispatchAqlPacket(uint8_t* aqlpacket) { return false; }
-2
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@@ -462,12 +462,10 @@ hsa_signal_t VirtualGPU::HwQueueTracker::ActiveSignal(
ClPrint(amd::LOG_INFO, amd::LOG_SIG, "Set Handler: handle(0x%lx), timestamp(%p)",
prof_signal->signal_.handle, prof_signal);
}
SetHandlerPending(false);
// Update the current command/marker with HW event
prof_signal->retain();
ts->command().SetHwEvent(prof_signal);
} else if (ts->command().profilingInfo().marker_ts_) {
SetHandlerPending(true);
// Update the current command/marker with HW event
prof_signal->retain();
ts->command().SetHwEvent(prof_signal);
+1 -12
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@@ -223,7 +223,7 @@ class VirtualGPU : public device::VirtualDevice {
class HwQueueTracker : public amd::EmbeddedObject {
public:
HwQueueTracker(const VirtualGPU& gpu): gpu_(gpu), handlerPending_(false) {}
HwQueueTracker(const VirtualGPU& gpu): gpu_(gpu) {}
~HwQueueTracker();
@@ -265,12 +265,6 @@ class VirtualGPU : public device::VirtualDevice {
//! Empty check for external signals
bool IsExternalSignalListEmpty() const { return external_signals_.empty(); }
//! Set the status to indicate a pending handler
void SetHandlerPending(bool pending) { handlerPending_ = pending; }
//! Check if callback has been queued
bool IsHandlerPending() const { return handlerPending_; }
//! Get/Set SDMA profiling
bool GetSDMAProfiling() { return sdma_profiling_; }
void SetSDMAProfiling(bool profile) {
@@ -295,7 +289,6 @@ class VirtualGPU : public device::VirtualDevice {
const VirtualGPU& gpu_; //!< VirtualGPU, associated with this tracker
std::vector<ProfilingSignal*> external_signals_; //!< External signals for a wait in this queue
std::vector<hsa_signal_t> waiting_signals_; //!< Current waiting signals in this queue
bool handlerPending_; //!< This indicates if we have queued a callback handler
};
VirtualGPU(Device& device, bool profiling = false, bool cooperative = false,
@@ -413,10 +406,6 @@ class VirtualGPU : public device::VirtualDevice {
Timestamp* timestamp() const { return timestamp_; }
//! Indicates the status of the callback handler. The callback would process the commands
//! and would collect profiling data, update refcounts
bool isHandlerPending() const { return barriers_.IsHandlerPending(); }
void* allocKernArg(size_t size, size_t alignment);
bool isFenceDirty() const { return fence_dirty_; }
void resetFenceDirty() { fence_dirty_ = false; }
+4 -15
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@@ -335,7 +335,6 @@ void Command::releaseResources() {
}
}
static constexpr uint32_t kMarkerTsCount = 1;
// ================================================================================================
void Command::enqueue() {
assert(queue_ != NULL && "Cannot be enqueued");
@@ -344,7 +343,8 @@ void Command::enqueue() {
Agent::postEventCreate(as_cl(static_cast<Event*>(this)), type_);
}
ClPrint(LOG_DEBUG, LOG_CMD, "Command (%s) enqueued: %p", getOclCommandKindString(this->type()), this);
ClPrint(LOG_DEBUG, LOG_CMD, "Command (%s) enqueued: %p",
getOclCommandKindString(this->type()), this);
// Direct dispatch logic below will submit the command immediately, but the command status
// update will occur later after flush() with a wait
@@ -362,21 +362,9 @@ void Command::enqueue() {
ScopedLock sl(queue_->vdev()->execution());
queue_->FormSubmissionBatch(this);
bool isMarker = (type() == CL_COMMAND_MARKER || type() == 0);
if (isMarker) {
if (type() == CL_COMMAND_MARKER || type() == 0) {
// The current HSA signal tracking logic requires profiling enabled for the markers
EnableProfiling();
}
bool submitBatch = !profilingInfo().marker_ts_;
// Flush the batch if ther marker_ts have been continuously submitted until a threashold
// is reached. This helps recycling the commands and frees memory.
if (queue_->GetMarkerTsCount() >= kMarkerTsCount) {
submitBatch = true;
queue_->ResetMarkerTsCount();
}
if (isMarker && submitBatch) {
// Update batch head for the current marker. Hence the status of all commands can be
// updated upon the marker completion
SetBatchHead(queue_->GetSubmittionBatch());
@@ -394,6 +382,7 @@ void Command::enqueue() {
queue_->append(*this);
queue_->flush();
}
if ((queue_->device().settings().waitCommand_ && (type_ != 0)) ||
((commandWaitBits_ & 0x2) != 0)) {
awaitCompletion();
+2 -4
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@@ -40,8 +40,7 @@ HostQueue::HostQueue(Context& context, Device& device, cl_command_queue_properti
lastEnqueueCommand_(nullptr),
head_(nullptr),
tail_(nullptr),
isActive_(false),
markerTsCount_(0) {
isActive_(false) {
if (GPU_FORCE_QUEUE_PROFILING) {
properties().set(CL_QUEUE_PROFILING_ENABLE);
}
@@ -132,8 +131,7 @@ void HostQueue::finish(bool cpu_wait) {
(command->NotifyEvent() != nullptr) ? command->NotifyEvent()->HwEvent() : command->HwEvent();
force_marker = (hw_event == nullptr);
}
if (nullptr == command || force_marker ||
vdev()->isHandlerPending() || vdev()->isFenceDirty()) {
if (nullptr == command || force_marker || vdev()->isFenceDirty()) {
if (nullptr != command) {
command->release();
}
-12
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@@ -264,9 +264,6 @@ class HostQueue : public CommandQueue {
// an invalid access
command->retain();
if (command->profilingInfo().marker_ts_) {
markerTsCount_++;
}
// Release the last command in the batch
if (lastEnqueueCommand_ != nullptr) {
lastEnqueueCommand_->release();
@@ -287,23 +284,14 @@ class HostQueue : public CommandQueue {
//! Get queue status
bool GetQueueStatus() { return isActive_; }
//! Get markerTsCount
uint32_t GetMarkerTsCount() const { return markerTsCount_; }
//! Reset counter
void ResetMarkerTsCount() { markerTsCount_ = 0; }
private:
Command* head_; //!< Head of the batch list
Command* tail_; //!< Tail of the batch list
//! True if this command queue is active
bool isActive_;
uint32_t markerTsCount_; //!< Count of TS markers
};
class DeviceQueue : public CommandQueue {
public:
DeviceQueue(Context& context, //!< Context object