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@@ -28,7 +28,7 @@ func cudaGetVisibleDevicesEnv(gpuInfo []GpuInfo) (string, string) {
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return "CUDA_VISIBLE_DEVICES", strings.Join(ids, ",")
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}
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func cudaGetVariant(gpuInfo CudaGPUInfo) string {
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func cudaVariant(gpuInfo CudaGPUInfo) string {
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if runtime.GOARCH == "arm64" && runtime.GOOS == "linux" {
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if CudaTegra != "" {
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ver := strings.Split(CudaTegra, ".")
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16
gpu/gpu.go
16
gpu/gpu.go
@@ -225,7 +225,7 @@ func GetGPUInfo() GpuInfoList {
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return GpuInfoList{cpus[0].GpuInfo}
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}
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depPath := GetDepDir()
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depPath := LibraryDir()
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// Load ALL libraries
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cHandles = initCudaHandles()
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@@ -264,20 +264,20 @@ func GetGPUInfo() GpuInfoList {
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gpuInfo.computeMajor = int(memInfo.major)
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gpuInfo.computeMinor = int(memInfo.minor)
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gpuInfo.MinimumMemory = cudaMinimumMemory
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cudaVariant := cudaGetVariant(gpuInfo)
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variant := cudaVariant(gpuInfo)
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if depPath != "" {
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gpuInfo.DependencyPath = depPath
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// Check for variant specific directory
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if cudaVariant != "" {
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if _, err := os.Stat(filepath.Join(depPath, "cuda_"+cudaVariant)); err == nil {
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gpuInfo.DependencyPath = filepath.Join(depPath, "cuda_"+cudaVariant)
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if variant != "" {
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if _, err := os.Stat(filepath.Join(depPath, "cuda_"+variant)); err == nil {
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gpuInfo.DependencyPath = filepath.Join(depPath, "cuda_"+variant)
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}
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}
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}
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gpuInfo.Name = C.GoString(&memInfo.gpu_name[0])
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gpuInfo.DriverMajor = driverMajor
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gpuInfo.DriverMinor = driverMinor
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gpuInfo.Variant = cudaGetVariant(gpuInfo)
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gpuInfo.Variant = variant
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// query the management library as well so we can record any skew between the two
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// which represents overhead on the GPU we must set aside on subsequent updates
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@@ -468,7 +468,7 @@ func FindGPULibs(baseLibName string, defaultPatterns []string) []string {
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slog.Debug("Searching for GPU library", "name", baseLibName)
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// Start with our bundled libraries
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patterns := []string{filepath.Join(GetDepDir(), baseLibName)}
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patterns := []string{filepath.Join(LibraryDir(), baseLibName)}
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switch runtime.GOOS {
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case "windows":
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@@ -642,7 +642,7 @@ func (l GpuInfoList) GetVisibleDevicesEnv() (string, string) {
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}
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}
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func GetDepDir() string {
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func LibraryDir() string {
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// On Windows/linux we bundle the dependencies at the same level as the executable
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appExe, err := os.Executable()
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if err != nil {
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