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/* 
 * Copyright (c) 2015-2017, Intel Corporation
 * 
 * Redistribution and use in source and binary forms, with or without 
 * modification, are permitted provided that the following conditions are met: 
 * 
 *  * Redistributions of source code must retain the above copyright notice, 
 *    this list of conditions and the following disclaimer. 
 *  * Redistributions in binary form must reproduce the above copyright 
 *    notice, this list of conditions and the following disclaimer in the 
 *    documentation and/or other materials provided with the distribution. 
 *  * Neither the name of Intel Corporation nor the names of its contributors 
 *    may be used to endorse or promote products derived from this software 
 *    without specific prior written permission. 
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
 * POSSIBILITY OF SUCH DAMAGE. 
 */ 
 
#ifndef ENGINE_DESCRIPTION_H 
#define ENGINE_DESCRIPTION_H 
 
#include "ue2common.h" 
#include "util/target_info.h" 
 
namespace ue2 { 
 
class EngineDescription { 
    u32 id; 
    target_t code_target; // the target that we built this code for 
    u32 numBuckets; 
 
public: 
    EngineDescription(u32 id_in, const target_t &code_target_in, 
                      u32 numBuckets_in)
        : id(id_in), code_target(code_target_in), numBuckets(numBuckets_in) {}
 
    virtual ~EngineDescription(); 
 
    u32 getID() const { return id; } 
    u32 getNumBuckets() const { return numBuckets; } 
 
    bool isValidOnTarget(const target_t &target_in) const; 
    virtual u32 getDefaultFloodSuffixLength() const = 0; 
}; 
 
/** Returns a target given a CPU feature set value. */ 
target_t targetByArchFeatures(u64a cpu_features); 
 
} // namespace ue2 
 
#endif