Coverage Report

Created: 2024-09-14 07:19

/src/skia/src/gpu/graphite/ScratchResourceManager.h
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/*
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 * Copyright 2024 Google LLC
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 *
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 * Use of this source code is governed by a BSD-style license that can be
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 * found in the LICENSE file.
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 */
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#ifndef skgpu_graphite_ScratchResourceManager_DEFINED
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#define skgpu_graphite_ScratchResourceManager_DEFINED
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkSize.h"
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#include "include/private/base/SkTArray.h"
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#include "src/core/SkTHash.h"
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#include <string_view>
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namespace skgpu::graphite {
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class Resource;
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class ResourceProvider;
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class Texture;
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class TextureInfo;
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class TextureProxy;
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// NOTE: This is temporary while atlas management requires flushing an entire Recorder. That
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// can break a scratch Device into multiple DrawTasks and the proxy read count needs to count
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// all reads regardless of which DrawTask is referenced. Once scratch devices only produce a
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// single DrawTask, DrawTask can hold the pending read count directly.
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class ProxyReadCountMap {
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public:
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    ProxyReadCountMap() = default;
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    void increment(const TextureProxy* proxy) {
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        int* count = fCounts.find(proxy);
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        if (!count) {
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            count = fCounts.set(proxy, 0);
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        }
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        (*count)++;
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    }
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    bool decrement(const TextureProxy* proxy) {
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        int* count = fCounts.find(proxy);
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        SkASSERT(count && *count > 0);
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        (*count)--;
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        return *count == 0;
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    }
Unexecuted instantiation: skgpu::graphite::ProxyReadCountMap::decrement(skgpu::graphite::TextureProxy const*)
Unexecuted instantiation: skgpu::graphite::ProxyReadCountMap::decrement(skgpu::graphite::TextureProxy const*)
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    int get(const TextureProxy* proxy) const {
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        const int* count = fCounts.find(proxy);
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        return count ? *count : 0;
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    }
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private:
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    skia_private::THashMap<const TextureProxy*, int> fCounts;
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};
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/**
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 * ScratchResourceManager helps coordinate the reuse of resources *within* a Recording that would
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 * not otherwise be returned from the ResourceProvider/Cache because the Recorder is holds usage
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 * refs on the resources and they are typically not Shareable.
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 *
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 * A ScratchResourceManager maintains a pool of resources that have been handed out for some use
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 * case and then been explicitly returned by the original holder. It is up to the callers to
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 * return resources in an optimal manner (for best reuse) and not use them after they've been
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 * returned for a later task's use. To help callers manage when they can return resources,
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 * the manager maintains a stack that corresponds with the depth-first traversal of the tasks
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 * during prepareResources() and provides hooks to register listeners that are invoked when tasks
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 * read or sample resources.
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 *
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 * Once all uninstantiated resources are assigned and prepareResources() succeeds, the
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 * ScratchResourceManager can be discarded. The reuse within a Recording's task graph is fixed at
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 * that point and remains valid even if the recording is replayed.
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 */
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class ScratchResourceManager {
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public:
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    ScratchResourceManager(ResourceProvider* resourceProvider,
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                           std::unique_ptr<ProxyReadCountMap>);
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    ~ScratchResourceManager();
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    // Get a scratch texture with the given size and texture info. The returned texture will
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    // not be reusable until the caller invokes `returnResource()`. At that point, subsequent
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    // compatible calls to getScratchTexture() may return the texture. If there is no compatible
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    // available texture to be reused, the ResourceProvider will be used to find or create one.
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    //
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    // It is the caller's responsibility to determine when it's acceptable to return a resource.
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    // That said, it's not mandatory that the scratch resources be returned. In that case, they just
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    // stop being available for reuse for later tasks in a Recording.
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    sk_sp<Texture> getScratchTexture(SkISize, const TextureInfo&, std::string_view label);
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    // TODO: Eventually update ScratchBuffer and DrawBufferManager to leverage the
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    // ScratchResourceManager. There are a few open issues to address first:
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    //  - ScratchBuffer uses RAII to return the resource; ScratchResourceManager could adopt this
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    //    for buffers but that may only make sense if textures could also operate that way.
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    //    Alternatively, ScratchBuffer remains an RAII abstraction on top of ScratchResourceManager.
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    //  - ScratchResourceManager is currently only available in snap(), but DrawBufferManager needs
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    //    to be available at all times because a DrawPass could be created whenever. b/335644795
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    //    considers moving all DrawPass creation into snap() so that would avoid this issue.
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    //    Alternatively, ScratchResourceManager could have the same lifetime as the buffer manager.
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    // Mark the resource as available for reuse. Must have been previously returned by this manager.
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    // If the caller does not ensure that all of its uses of the resource are prepared before
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    // tasks that are processed after this call, then undefined results can occur.
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    void returnTexture(sk_sp<Texture>);
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    // Graphite accumulates tasks into a graph (implicit dependencies defined by the order they are
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    // added to the root task list, or explicitly when appending child tasks). The depth-first
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    // traversal of this graph helps impose constraints on the read/write windows of resources. To
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    // help Tasks with this tracking, ScratchResourceManager maintains a stack of lists of "pending
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    // uses".
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    //
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    // Each recursion in the depth-first traversal of the task graph pushes the stack. Going up
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    // pops the stack. A "pending use" allows a task that modifies a resource to register a
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    // listener that is triggered when either its scope is popped off or a consuming task that
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    // reads that resource notifies the ScratchResourceManager (e.g. a RenderPassTask or CopyTask
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    // that sample a scratch texture). Internally, the listeners can decrement a pending read count
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    // or otherwise determine when to call returnResource() without having to be coupled directly to
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    // the consuming tasks.
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    //
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    // When a task calls notifyResourcesConsumed(), all "pending use" listeners in the current
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    // scope are invoked and removed from the list. This means that tasks must be externally
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    // organized such that only the tasks that prepare the scratch resources for that consuming task
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    // are at the same depth. Intermingling writes to multiple scratch textures before they are
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    // sampled by separate renderpasses would mean that all the scratch textures could be returned
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    // for reuse at the first renderpass. Instead, a TaskList can be used to group the scratch
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    // writes with the renderpass that samples it to introduce a scope in the stack. Alternatively,
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    // if the caller constructs a single list directly to avoid this issue, the extra stack
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    // manipulation can be avoided.
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    class PendingUseListener {
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    public:
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        virtual ~PendingUseListener() {}
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        virtual void onUseCompleted(ScratchResourceManager*) = 0;
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    };
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    // Push a new scope onto the stack, preventing previously added pending listeners from being
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    // invoked when a task consumes resources.
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    void pushScope();
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    // Pop the current scope off the stack. This does not invoke any pending listeners that were
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    // not consumed by a task within the ending scope. This can happen if an offscreen layer is
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    // flushed in a Recording snap() before it's actually been drawn to its target. That final draw
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    // can then happen in a subsequent Recording even. By not invoking the pending listener, it will
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    // not return the scratch resource, correctly keeping it in use across multiple Recordings.
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    // TODO: Eventually, the above scenario should not happen, but that requires atlasing to not
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    // force a flush of every Device. Once that is the case, popScope() can ideally assert that
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    // there are no more pending listeners to invoke (otherwise it means the tasks were linked
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    // incorrectly).
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    void popScope();
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    // Invoked by tasks that sample from or read from resources. All pending listeners that were
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    // marked in the current scope will be invoked.
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    void notifyResourcesConsumed();
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    // Register a listener that will be invoked on the next call to notifyResourcesConsumed() or
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    // popScope() within the current scope. Registering the same listener multiple times will invoke
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    // it multiple times.
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    //
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    // The ScratchResourceManager does not take ownership of these listeners; they are assumed to
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    // live for as long as the prepareResources() phase of snapping a Recording.
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    void markResourceInUse(PendingUseListener* listener);
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    // Temporary access to the proxy read counts stored in the ScratchResourceManager
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    int pendingReadCount(const TextureProxy* proxy) const {
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        return fProxyReadCounts->get(proxy);
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    }
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    // Returns true if the read count reached zero; must only be called if it was > 0 previously.
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    bool removePendingRead(const TextureProxy* proxy) {
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        return fProxyReadCounts->decrement(proxy);
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    }
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private:
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    struct ScratchTexture {
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        sk_sp<Texture> fTexture;
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        bool fAvailable;
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    };
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    // If there are no available resources for reuse, new or cached resources will be fetched from
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    // this ResourceProvider.
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    ResourceProvider* fResourceProvider;
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    // ScratchResourceManager will maintain separate pools based on the type of Resource since the
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    // callers always need a specific sub-Resource and it limits the size of each search pool. It
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    // also allows for type-specific search heuristics by when selecting an available resource.
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    skia_private::TArray<ScratchTexture> fScratchTextures;
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    // This single list is organized into a stack of sublists by using null pointers to mark the
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    // start of a new scope.
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    skia_private::TArray<PendingUseListener*> fListenerStack;
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    std::unique_ptr<ProxyReadCountMap> fProxyReadCounts;
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};
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} // namespace skgpu::graphite
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#endif // skgpu_graphite_ResourceReuseManager_DEFINED