Am 14.08.2017 um 17:31 schrieb Felix Kuehling:
[SNIP]
Repeating the same argument I made on another email:

Commented on that in the other mail, let's keep the discussion on this topic there.

BTW: What exactly this this good for?
Scratch memory is private memory per work-item. It's used when a shader
program has too few registers available. With HSA we use flat scratch
addressing, where shaders can access private memory in a special scratch
aperture using normal memory instructions. Using the same virtual
address, each work item gets its own private piece of memory. The
hardware does the address translation from the VA in the private
aperture to a scratch-backing VA. The application is responsible for
allocating the memory to back that scratch area, and to map it somewhere
in its virtual address space.

This ioctl tells the hardware (or HWS firmware) the VA of the scratch
backing memory.

Ok, you've got me lost here. Not that I'm deeply into that stuff, but my last status is that those apertures are global and not per/process or VMID.

That would mean that when two processes try to set two different addresses we are completely lost here.

Christian.
_______________________________________________
amd-gfx mailing list
amd-gfx@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/amd-gfx

Reply via email to