More explict sharding methods for device memory (#4396)
* Rename the Reshard method to Shard * Add a new Reshard method for sharding a vector that's already sharded
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@@ -22,10 +22,10 @@ TEST(Transform, MGPU_Basic) {
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GPUDistribution::Block(GPUSet::Empty())};
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out_vec.Fill(0);
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in_vec.Reshard(GPUDistribution::Granular(devices, 8));
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out_vec.Reshard(GPUDistribution::Block(devices));
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in_vec.Shard(GPUDistribution::Granular(devices, 8));
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out_vec.Shard(GPUDistribution::Block(devices));
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// Granularity is different, resharding will throw.
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// Granularity is different, sharding will throw.
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EXPECT_ANY_THROW(
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Transform<>::Init(TestTransformRange<bst_float>{}, Range{0, size}, devices)
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.Eval(&out_vec, &in_vec));
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