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
This commit is contained in:
David Yat Sin
2023-05-10 15:48:45 +00:00
rodzic bd63e5045c
commit 38e832a682
3 zmienionych plików z 9 dodań i 1 usunięć
@@ -343,6 +343,8 @@ class GpuAgent : public GpuAgentInt {
// @brief returns true if agent uses MES scheduler
__forceinline const bool isMES() const { return (isa_->GetMajorVersion() >= 11) ? true : false; };
void ReserveScratch();
void Trim() override;
const std::function<void*(size_t size, size_t align, core::MemoryRegion::AllocateFlags flags)>&