// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved. #ifndef NVBLASTPROFILER_H #define NVBLASTPROFILER_H #include "NvBlastPreprocessor.h" namespace Nv { namespace Blast { /** Custom Blast profiler interface. */ class ProfilerCallback { protected: virtual ~ProfilerCallback() {} public: /** Called when a nested profile zone starts. */ virtual void zoneStart(const char* name) = 0; /** Called when the current profile zone ends. */ virtual void zoneEnd() = 0; }; /** Profiler detail to be reported. The higher setting is used, the more details are reported. */ struct ProfilerDetail { enum Level { LOW, MEDIUM, HIGH }; }; } // namespace Blast } // namespace Nv /** Profiler features are only active in checked, debug and profile builds. */ /** Set a custom profiler callback. May be nullptr (the default). */ NVBLAST_API void NvBlastProfilerSetCallback(Nv::Blast::ProfilerCallback* pcb); /** Sets the depth of reported profile zones. Higher levels (more nesting) of instrumentation can have a significant impact. Defaults to Nv::Blast::ProfilerDetail::Level::LOW. */ NVBLAST_API void NvBlastProfilerSetDetail(Nv::Blast::ProfilerDetail::Level); #endif