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Use default graphics allocation
Change-Id: Iad369f4cd362ed1330440887dc9b6789dcd0b95d Signed-off-by: Maciej Dziuban <maciej.dziuban@intel.com>
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sys_ocldev

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867b3d5492
commit
2f4b132722
@ -132,8 +132,8 @@ cl_int MemObj::getMemObjectInfo(cl_mem_info paramName,
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cl_mem clAssociatedMemObject = static_cast<cl_mem>(this->associatedMemObject);
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cl_context ctx = nullptr;
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uint64_t internalHandle = 0llu;
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auto allocation = getGraphicsAllocation(0);
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cl_bool usesCompression = allocation && allocation->getAllocationType() == GraphicsAllocation::AllocationType::BUFFER_COMPRESSED;
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auto allocation = getMultiGraphicsAllocation().getDefaultGraphicsAllocation();
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cl_bool usesCompression = allocation->getAllocationType() == GraphicsAllocation::AllocationType::BUFFER_COMPRESSED;
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switch (paramName) {
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case CL_MEM_TYPE:
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@ -327,7 +327,7 @@ TEST_F(GetMemObjectInfo, GivenMemReferenceCountWhenGettingMemObjectInfoThenCorre
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TEST_F(GetMemObjectInfo, GivenValidBufferWhenGettingCompressionOfMemObjectThenCorrectValueIsReturned) {
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auto buffer = std::unique_ptr<Buffer>(BufferHelper<>::create());
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auto graphicsAllocation = buffer->getGraphicsAllocation(0);
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auto graphicsAllocation = buffer->getMultiGraphicsAllocation().getDefaultGraphicsAllocation();
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size_t sizeReturned = 0;
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cl_bool usesCompression{};
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