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/* Copyright (C) 2010 Wildfire Games.
*
* 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.
*/
#include "precompiled.h"
#include "lib/sysdep/numa.h"
#include "lib/bits.h"
#include "lib/sysdep/os_cpu.h"
size_t numa_NumNodes()
{
return 1;
}
size_t numa_NodeFromProcessor(size_t UNUSED(processor))
{
return 0;
}
uintptr_t numa_ProcessorMaskFromNode(size_t node)
{
ENSURE(node == 0);
return bit_mask<uintptr_t>(os_cpu_NumProcessors());
}
size_t numa_AvailableMemory(size_t node)
{
ENSURE(node == 0);
return os_cpu_MemoryAvailable();
}
double numa_Factor()
{
return 1.0;
}
bool numa_IsMemoryInterleaved()
{
return false;
}
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