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Before performing gpu device reset, first all level zero resources and gpu device specific resources have to be cleaned up. Also as after device reset, state of gpu device would be lost. Hence after performing gpu device reset, level zero device have to be reinitialized by querying gpu device again. This change is aimed at reinitializing the level zero resources after gpu device reset, so that user could continue using level zero devices after device reset. Related-To: LOCI-2627 Signed-off-by: Jitendra Sharma <jitendra.sharma@intel.com>
50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
/*
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* Copyright (C) 2020-2021 Intel Corporation
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#pragma once
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#include <level_zero/zes_api.h>
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#include <map>
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#include <vector>
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struct _zes_engine_handle_t {
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virtual ~_zes_engine_handle_t() = default;
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};
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namespace L0 {
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using EngineInstanceSubDeviceId = std::pair<uint32_t, uint32_t>;
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struct OsSysman;
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class Engine : _zes_engine_handle_t {
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public:
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virtual ze_result_t engineGetProperties(zes_engine_properties_t *pProperties) = 0;
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virtual ze_result_t engineGetActivity(zes_engine_stats_t *pStats) = 0;
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static Engine *fromHandle(zes_engine_handle_t handle) {
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return static_cast<Engine *>(handle);
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}
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inline zes_engine_handle_t toHandle() { return this; }
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};
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struct EngineHandleContext {
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EngineHandleContext(OsSysman *pOsSysman);
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MOCKABLE_VIRTUAL ~EngineHandleContext();
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MOCKABLE_VIRTUAL void init();
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void releaseEngines();
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ze_result_t engineGet(uint32_t *pCount, zes_engine_handle_t *phEngine);
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OsSysman *pOsSysman = nullptr;
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std::vector<Engine *> handleList = {};
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private:
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void createHandle(zes_engine_group_t engineType, uint32_t engineInstance, uint32_t subDeviceId);
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};
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} // namespace L0
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