#include <gpu_audio_transport.hpp>
◆ audio_workgroup
| void* pulp::gpu_audio::GpuAudioTransport::Config::audio_workgroup = nullptr |
◆ join_audio_workgroup
| bool pulp::gpu_audio::GpuAudioTransport::Config::join_audio_workgroup = false |
◆ reacquire_backoff_ns
| std::uint64_t pulp::gpu_audio::GpuAudioTransport::Config::reacquire_backoff_ns = 100'000'000 |
The first attempt is immediate.
Every attempt, successful or not, arms a wait before the next: this value after the first, five times the previous wait after each later one. With the defaults only the 100 ms and 500 ms waits occur; the count resets once GPU audio resumes.
◆ reacquire_max_attempts
| std::uint32_t pulp::gpu_audio::GpuAudioTransport::Config::reacquire_max_attempts = 3 |
Attempts per outage.
If GPU audio has not resumed after the last attempt, the transport stays on the CPU fallback until the host prepares it again.
◆ reacquire_release_budget_ns
| std::uint64_t pulp::gpu_audio::GpuAudioTransport::Config::reacquire_release_budget_ns = 250'000'000 |
Budget for releasing the old provider.
One that cannot drain in time has its device destroyed and stays owned (quarantined) until a later release completes it.
◆ recovery_policy
AutoReacquire lets the worker replace a fenced node's provider while the callback stays on its prepared fallback: it releases the old provider within reacquire_release_budget_ns, prepares a new one, and opens a new delivery epoch on the same stream.
An offline fence is never re-acquired. Only nodes with a realtime GPU path that can re-acquire honour it; capability_report().recovery_policy reports the policy in effect for the prepared node.
◆ ring_blocks
| uint32_t pulp::gpu_audio::GpuAudioTransport::Config::ring_blocks = 4 |
◆ run_worker_thread
| bool pulp::gpu_audio::GpuAudioTransport::Config::run_worker_thread = false |
◆ wake_on_write
| bool pulp::gpu_audio::GpuAudioTransport::Config::wake_on_write = false |
The documentation for this struct was generated from the following file: