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GpuSync

Struct GpuSync 

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pub struct GpuSync { /* private fields */ }
Expand description

A simulated GPU synchronisation object.

In a real driver backend this would wrap an underlying API object (VkSemaphore, VkFence, MTLEvent, etc.). Here we simulate the state machine for testing and integration purposes.

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impl GpuSync

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pub fn new(sync_type: SyncType, label: impl Into<String>) -> Self

Create a new sync primitive in the Unsignaled state.

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pub fn signal(&mut self)

Signal the primitive (simulates GPU work completing).

Transitions UnsignaledPendingSignaled, or moves directly from Pending to Signaled.

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pub fn enqueue(&mut self)

Mark the primitive as having pending GPU work queued.

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pub fn wait(&self) -> bool

Block (simulate) until the primitive is signaled.

In this simulation, we simply check the current state. Returns true if the primitive is (or was already) signaled, false if it is still Unsignaled (nothing was enqueued).

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pub fn reset(&mut self) -> bool

Reset the primitive back to Unsignaled so it can be re-used.

Returns false if the primitive is still Pending (cannot safely reset GPU-side work that may be in flight).

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pub fn state(&self) -> SyncState

Current state of the primitive.

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pub fn sync_type(&self) -> SyncType

Type of this primitive.

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pub fn label(&self) -> &str

Human-readable label.

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pub fn signal_count(&self) -> u64

Number of times this primitive has been signaled over its lifetime.

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