SWDEV-504494 - Use system scope for D2H
- When using shader copy, make sure to use release scope for the AQL
packet. This is a potential bug but is hidden as hipMemcpyAsync always
needs synchronization(which inserts a barrier with release scope). For
hipMemcpy we use a barrier packet to make sure its blocking. Eitherways
a barrier gets always used and hides in some ways a potential bug.
Change-Id: I57fb7f769c3179e76d712471c0905104c801d7ba
[ROCm/clr commit: c9dd95bf6c]
Этот коммит содержится в:
@@ -2261,7 +2261,8 @@ bool KernelBlitManager::copyBuffer(device::Memory& srcMemory, device::Memory& ds
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// Check CL_MEM_SVM_ATOMICS flag to see if we used system_coarse_segment_
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auto memFlags = srcMemory.owner()->getMemFlags();
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bool srcSvmAtomics = (memFlags & CL_MEM_SVM_ATOMICS) != 0;
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if (!srcSvmAtomics && srcMemory.isHostMemDirectAccess()) {
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if ((!srcSvmAtomics && srcMemory.isHostMemDirectAccess()) ||
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(dstMemory.isHostMemDirectAccess())) {
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gpu().addSystemScope();
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}
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result = shaderCopyBuffer(reinterpret_cast<address>(dstMemory.virtualAddress()),
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Ссылка в новой задаче
Block a user