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palGpuEvent.h
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/*
***********************************************************************************************************************
*
* Copyright (c) 2014-2024 Advanced Micro Devices, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************************************/
/**
***********************************************************************************************************************
* @file palEvent.h
* @brief Defines the Platform Abstraction Library (PAL) IGpuEvent interface and related types.
***********************************************************************************************************************
*/
#pragma once
#include "pal.h"
#include "palGpuMemoryBindable.h"
namespace Pal
{
/// Specifies properties for creation of an IGpuEvent object. Input structure to IDevice::CreateGpuEvent().
struct GpuEventCreateInfo
{
union
{
struct
{
uint32 gpuAccessOnly : 1; ///< If true, GetStatus(), Set(), and Reset() must never be called.
uint32 reserved : 31; ///< Reserved for future use.
};
uint32 u32All; ///< Flags packed as 32-bit uint.
} flags; ///< GPU event property flags.
};
/**
***********************************************************************************************************************
* @interface IGpuEvent
* @brief Represents a GPU event object that can be used for finer-grain CPU/GPU and GPU/GPU synchronization than
* is available with IFence and IQueueSemaphore objects.
*
* An event object can be set or reset by both the CPU and GPU, and its status can be queried by the CPU. This allows
* the client to monitor progress of GPU execution within a command buffer.
*
* If the client knows that they will never examine an event object using the CPU they should set the gpuAccessOnly
* flag but must take care to never call GetStatus(), Set(), or Reset().
*
* On creation, GPU events are in the "reset" state unless they are created with the gpuAccessOnly flag. In that case
* the client is responsible for placing the GPU event in a known state on first use (either "set" or "reset").
*
* @see IDevice::CreateEvent()
***********************************************************************************************************************
*/
class IGpuEvent: public IGpuMemoryBindable
{
public:
/// Gets the status (set or reset) of the event.
///
/// @returns EventSet if the event is currently set, or EventReset if the event is currently reset. Other return
/// codes indicate an error.
virtual Result GetStatus() = 0;
/// Puts the event into the "set" state from the CPU.
///
/// @returns Success if the event was successfully set. Other return codes indicate an error.
virtual Result Set() = 0;
/// Puts the event into the "reset" state from the CPU.
///
/// @returns Success if the event was successfully reset. Other return codes indicate an error.
virtual Result Reset() = 0;
/// Returns the value of the associated arbitrary client data pointer.
/// Can be used to associate arbitrary data with a particular PAL object.
///
/// @returns Pointer to client data.
void* GetClientData() const
{
return m_pClientData;
}
/// Sets the value of the associated arbitrary client data pointer.
/// Can be used to associate arbitrary data with a particular PAL object.
///
/// @param [in] pClientData A pointer to arbitrary client data.
void SetClientData(
void* pClientData)
{
m_pClientData = pClientData;
}
protected:
/// @internal Constructor. Prevent use of new operator on this interface. Client must create objects by explicitly
/// called the proper create method.
IGpuEvent() : m_pClientData(nullptr) {}
/// @internal Destructor. Prevent use of delete operator on this interface. Client must destroy objects by
/// explicitly calling IDestroyable::Destroy() and is responsible for freeing the system memory allocated for the
/// object on their own.
virtual ~IGpuEvent() { }
private:
/// @internal Client data pointer. This can have an arbitrary value and can be returned by calling GetClientData()
/// and set via SetClientData().
/// For non-top-layer objects, this will point to the layer above the current object.
void* m_pClientData;
};
} // Pal