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refactor: Use GPU VA as id for ResidencyDebug logs
Signed-off-by: Maciej Plewka <maciej.plewka@intel.com>
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Compute-Runtime-Automation
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ad2ff7972c
commit
18ea80865b
@@ -192,12 +192,12 @@ bool WddmResidencyController::makeResidentResidencyAllocations(const ResidencyCo
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bool fragmentResidency[maxFragments] = {false, false, false};
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totalSize += allocation->getAlignedSize();
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DBG_LOG(ResidencyDebugEnable, "Residency:", __FUNCTION__, "allocation =", allocation, residencyData.resident[osContextId] ? "resident" : "not resident");
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DBG_LOG(ResidencyDebugEnable, "Residency:", __FUNCTION__, "allocation, gpu address = ", std::hex, allocation->getGpuAddress(), residencyData.resident[osContextId] ? "resident" : "not resident");
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const auto fragmentCount = allocation->fragmentsStorage.fragmentCount;
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UNRECOVERABLE_IF(fragmentCount > maxFragments);
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if (allocation->getTrimCandidateListPosition(this->osContextId) != trimListUnusedPosition) {
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DBG_LOG(ResidencyDebugEnable, "Residency:", __FUNCTION__, "allocation =", allocation, "on trimCandidateList");
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DBG_LOG(ResidencyDebugEnable, "Residency:", __FUNCTION__, "allocation, gpu address = ", std::hex, allocation->getGpuAddress(), "on trimCandidateList");
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this->removeFromTrimCandidateList(allocation, false);
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} else {
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for (uint32_t allocationId = 0; allocationId < fragmentCount; allocationId++) {
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@@ -248,6 +248,7 @@ bool WddmResidencyController::makeResidentResidencyAllocations(const ResidencyCo
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WddmAllocation *allocation = static_cast<WddmAllocation *>(allocationsForResidency[i]);
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// Update fence value not to early destroy / evict allocation
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const auto currentFence = this->getMonitoredFence().currentFenceValue;
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DBG_LOG(ResidencyDebugEnable, "Residency:", __FUNCTION__, "allocation, gpu address = ", std::hex, allocation->getGpuAddress(), "fence value to reach for eviction = ", currentFence);
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allocation->getResidencyData().updateCompletionData(currentFence, this->osContextId);
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allocation->getResidencyData().resident[osContextId] = true;
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