Reserve scratch on first queue allocation
Some workloads running on multi-GPU create 1 process per GPU. So each process creates a GPU agent on every GPU, but will only create queues on one GPU. This would cause un-necessary scratch reservation. Change-Id: I50a216f0bcc0b5f707f3943147390b0ecec1ac22
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@@ -343,6 +343,8 @@ class GpuAgent : public GpuAgentInt {
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// @brief returns true if agent uses MES scheduler
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__forceinline const bool isMES() const { return (isa_->GetMajorVersion() >= 11) ? true : false; };
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void ReserveScratch();
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void Trim() override;
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const std::function<void*(size_t size, size_t align, core::MemoryRegion::AllocateFlags flags)>&
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