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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// 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. No third party distribution is allowed unless
// expressly authorized by NVIDIA. 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 � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// 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.
//
#ifndef _NVWAVEWORKS_FFT_SIMULATION_MANAGER_CPU_IMPL_H
#define _NVWAVEWORKS_FFT_SIMULATION_MANAGER_CPU_IMPL_H
#include "FFT_Simulation_Manager.h"
#include "Sim_Array.h"
class NVWaveWorks_FFT_Simulation_CPU_Impl;
struct GFSDK_WaveWorks_CPU_Scheduler_Interface;
struct NVWaveWorks_FFT_Simulation_CPU_Impl_Workqueue;
class NVWaveWorks_FFT_Simulation_Manager_CPU_Impl : public NVWaveWorks_FFT_Simulation_Manager
{
public:
NVWaveWorks_FFT_Simulation_Manager_CPU_Impl(const GFSDK_WaveWorks_Detailed_Simulation_Params& params, GFSDK_WaveWorks_CPU_Scheduler_Interface* pOptionalScheduler);
~NVWaveWorks_FFT_Simulation_Manager_CPU_Impl();
// Mandatory NVWaveWorks_FFT_Simulation_Manager interface
NVWaveWorks_FFT_Simulation* createSimulation(const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params);
void releaseSimulation(NVWaveWorks_FFT_Simulation* pSimulation);
HRESULT beforeReinit(const GFSDK_WaveWorks_Detailed_Simulation_Params& params, bool reinitOnly);
HRESULT kick(Graphics_Context* pGC, double dSimTime, gfsdk_U64& kickID);
bool getStagingCursor(gfsdk_U64* pKickID);
AdvanceCursorResult advanceStagingCursor(bool block);
bool getReadbackCursor(gfsdk_U64* pKickID);
AdvanceCursorResult advanceReadbackCursor(bool block);
WaitCursorResult waitStagingCursor();
HRESULT archiveDisplacements();
HRESULT getTimings(GFSDK_WaveWorks_Simulation_Manager_Timings& timings);
private:
Sim_Array<NVWaveWorks_FFT_Simulation_CPU_Impl> m_Simulations;
gfsdk_U64 m_NextKickID;
bool m_IsWaitingInFlightKick;
bool m_HasPendingFlip;
gfsdk_U64 m_InFlightKickID;
bool m_HasReadyKick;
gfsdk_U64 m_ReadyKickID;
GFSDK_WaveWorks_CPU_Scheduler_Interface* m_queue;
NVWaveWorks_FFT_Simulation_CPU_Impl_Workqueue* m_defaultQueue;
gfsdk_U32* m_pushBuffer;
size_t m_pushBufferCapacity;
void ensurePushBufferCapacity(size_t n); // Can caused existing contents to be lost!
// timing stats
float m_time_wait_for_tasks_completion; // time spent on waitTasksCompletion
bool m_enable_CPU_timers;
static void ProcessTaskFn(void* pContext, gfsdk_U32 taskData);
void ProcessTask(gfsdk_U32 taskData);
void UpdateH0(gfsdk_U32 taskData);
void UpdateHt(gfsdk_U32 taskData);
void ComputeFFT_XY_NxN(gfsdk_U32 taskData);
void ComputeFFT_X_N(gfsdk_U32 taskData);
void ComputeFFT_Y_N(gfsdk_U32 taskData);
void UpdateTexture(gfsdk_U32 taskData);
void waitTasksCompletion();
void flip();
void processAllTasks();
};
#endif // _NVWAVEWORKS_FFT_SIMULATION_MANAGER_CPU_IMPL_H
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