/* * Copyright (c) 2015, 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. */ #include "hs_compile.h" // for various hs_platform_info flags #include "target_info.h" #include "util/cpuid_flags.h" namespace ue2 { target_t get_current_target(void) { hs_platform_info p; p.cpu_features = cpuid_flags(); p.tune = cpuid_tune(); return target_t(p); } bool target_t::can_run_on_code_built_for(const target_t &code_target) const { if (!has_avx2() && code_target.has_avx2()) { return false; } return true; } target_t::target_t(const hs_platform_info &p) : tune(p.tune), cpu_features(p.cpu_features) {} bool target_t::has_avx2(void) const { return (cpu_features & HS_CPU_FEATURES_AVX2); } bool target_t::is_atom_class(void) const { return tune == HS_TUNE_FAMILY_SLM; } } // namespace ue2