233 baris
7.8 KiB
C++
233 baris
7.8 KiB
C++
/* Copyright (c) 2008 - 2021 Advanced Micro Devices, Inc.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE. */
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#ifndef CONTEXT_HPP_
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#define CONTEXT_HPP_
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#include "top.hpp"
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#include "device/device.hpp"
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#include "platform/object.hpp"
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#include "platform/agent.hpp"
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#include <vector>
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#include <unordered_map>
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namespace amd {
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/*! \addtogroup Runtime
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* @{
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*
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* \addtogroup Contexts
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* @{
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*/
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class GLFunctions;
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class DeviceQueue;
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class Context : public RuntimeObject {
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std::vector<Device*> devices_;
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public:
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enum DeviceFlagIdx {
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GLDeviceKhrIdx = 0, //!< GL
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D3D10DeviceKhrIdx, //!< D3D10
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OfflineDevicesIdx, //!< Offline devices
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CommandInterceptIdx, //!< (Deprecated) Command intercept
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D3D11DeviceKhrIdx, //!< D3D11
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InteropUserSyncIdx, //!< Interop user sync enabled
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D3D9DeviceKhrIdx, //!< d3d9 device
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D3D9DeviceEXKhrIdx, //!< d3d9EX device
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D3D9DeviceVAKhrIdx, //!< d3d9VA device
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EGLDeviceKhrIdx, //!< EGL device
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LastDeviceFlagIdx
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};
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enum Flags {
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GLDeviceKhr = 1 << GLDeviceKhrIdx, //!< GL
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D3D10DeviceKhr = 1 << D3D10DeviceKhrIdx, //!< D3D10
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OfflineDevices = 1 << OfflineDevicesIdx, //!< Offline devices
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D3D11DeviceKhr = 1 << D3D11DeviceKhrIdx, //!< D3D11
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InteropUserSync = 1 << InteropUserSyncIdx, //!< Interop user sync enabled
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D3D9DeviceKhr = 1 << D3D9DeviceKhrIdx, //!< d3d9 device
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D3D9DeviceEXKhr = 1 << D3D9DeviceEXKhrIdx, //!< d3d9EX device
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D3D9DeviceVAKhr = 1 << D3D9DeviceVAKhrIdx, //!< d3d9VA device
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EGLDeviceKhr = 1 << EGLDeviceKhrIdx, //!< EGL device
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};
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//! Context info structure
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struct Info {
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uint flags_; //!< Context info flags
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void* hDev_[LastDeviceFlagIdx]; //!< Device object reference
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void* hCtx_; //!< Context object reference
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size_t propertiesSize_; //!< Size of the original properties in bytes
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};
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struct DeviceQueueInfo {
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DeviceQueue* defDeviceQueue_; //!< Default device queue
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uint deviceQueueCnt_; //!< The number of device queues
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DeviceQueueInfo() : defDeviceQueue_(NULL), deviceQueueCnt_(0) {}
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};
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private:
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// Copying a Context is not allowed
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Context(const Context&);
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Context& operator=(const Context&);
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protected:
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bool terminate() {
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if (Agent::shouldPostContextEvents()) {
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Agent::postContextFree(as_cl(this));
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}
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return true;
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}
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//! Context destructor
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~Context();
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public:
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/*! \brief Helper function to check the context properties and initialize
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* context info structure
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*
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* \return An errcode if invalid, CL_SUCCESS if valid
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*/
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static int checkProperties(const cl_context_properties* properties, //!< Properties
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Info* info //!< Info structure
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);
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//! Default constructor
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Context(const std::vector<Device*>& devices, //!< List of all devices
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const Info& info //!< Context info structure
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);
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//! Compare two Context instances.
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bool operator==(const Context& rhs) const { return this == &rhs; }
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bool operator!=(const Context& rhs) const { return !(*this == rhs); }
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/*! Creates the context
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*
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* \return An errcode if runtime fails the context creation,
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* CL_SUCCESS otherwise
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*/
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int create(const intptr_t* properties //!< Original context properties
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);
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/**
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* Allocate host memory using either a custom device allocator or a generic
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* OS allocator
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*
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* @param size Allocation size, in bytes
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* @param alignment Desired alignment, in bytes
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* @param atomics The buffer should support platform (SVM) atomics
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*/
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void* hostAlloc(size_t size, size_t alignment, bool atomics = false) const;
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/**
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* Release host memory
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* @param ptr Pointer allocated using ::hostAlloc. If the pointer has been
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* allocated elsewhere, the behavior is undefined
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*/
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void hostFree(void* ptr) const;
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/**
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* Allocate SVM buffer
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*
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* @param size Allocation size, in bytes
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* @param alignment Desired alignment, in bytes
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* @param flags The flags to create a svm space
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* @param curDev The current device
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*/
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void* svmAlloc(size_t size, size_t alignment, cl_svm_mem_flags flags = CL_MEM_READ_WRITE,
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const amd::Device* curDev = nullptr, void* svmPtr = nullptr);
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/**
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* Release SVM buffer
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* @param ptr Pointer allocated using ::svmAlloc. If the pointer has been
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* allocated elsewhere, the behavior is undefined
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*/
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void svmFree(void* ptr) const;
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//! Return the devices associated with this context.
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const std::vector<Device*>& devices() const { return devices_; }
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//! Return the SVM capable devices associated with this context.
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const std::vector<Device*>& svmDevices() const { return svmAllocDevice_; }
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//! Returns true if the given device is associated with this context.
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bool containsDevice(const Device* device) const;
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//! Returns the context info structure
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const Info& info() const { return info_; }
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void setInfo(Info info) {
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info_ = info;
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return;
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}
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//! Returns a pointer to the original properties
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const cl_context_properties* properties() const { return properties_; }
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//! Returns a pointer to the OpenGL context
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GLFunctions* glenv() const { return glenv_; }
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//! RTTI internal implementation
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virtual ObjectType objectType() const { return ObjectTypeContext; }
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//! Returns context lock for the serialized access to the context
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Monitor& lock() { return ctxLock_; }
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//! Returns TRUE if runtime succesfully added a device queue
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DeviceQueue* defDeviceQueue(const Device& dev) const;
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//! Returns TRUE if runtime succesfully added a device queue
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bool isDevQueuePossible(const Device& dev);
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//! Returns TRUE if runtime succesfully added a device queue
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void addDeviceQueue(const Device& dev, //!< Device object
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DeviceQueue* queue, //!< Device queue
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bool defDevQueue //!< Added device queue will be the default queue
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);
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//! Removes a device queue from the list of queues
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void removeDeviceQueue(const Device& dev, //!< Device object
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DeviceQueue* queue //!< Device queue
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);
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//! Set the default device queue
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void setDefDeviceQueue(const Device& dev, DeviceQueue* queue) {
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deviceQueues_[&dev].defDeviceQueue_ = queue;
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};
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private:
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Info info_; //!< Context info structure
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cl_context_properties* properties_; //!< Original properties
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GLFunctions* glenv_; //!< OpenGL context
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Device* customHostAllocDevice_; //!< Device responsible for host allocations
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std::vector<Device*> svmAllocDevice_; //!< Devices can support SVM allocations
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std::unordered_map<const Device*, DeviceQueueInfo> deviceQueues_; //!< Device queues mapping
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mutable Monitor ctxLock_; //!< Lock for the context access
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};
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/*! @}
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* @}
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*/
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} // namespace amd
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#endif /*CONTEXT_HPP_*/
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