using System.Diagnostics; using System.Drawing; using System.Windows.Forms; using XenAdmin.Actions; using XenAdmin.Core; using XenAdmin.Properties; using XenAPI; namespace XenAdmin.SettingsPanels { public partial class PoolGpuEditPage : UserControl, IEditPage { public Pool pool; private GPU_group[] gpu_groups; private allocation_algorithm currentAllocationAlgorithm; public PoolGpuEditPage() { InitializeComponent(); } public allocation_algorithm AllocationAlgorithm { get { return radioButtonDepth.Checked ? allocation_algorithm.depth_first : radioButtonBreadth.Checked ? allocation_algorithm.breadth_first : allocation_algorithm.unknown; } } #region Implementation of VerticalTab public override string Text { get { return Messages.GPU; } } public string SubText { get { return radioButtonDepth.Checked ? Messages.GPU_PLACEMENT_POLICY_MAX_DENSITY : radioButtonBreadth.Checked ? Messages.GPU_PLACEMENT_POLICY_MAX_PERFORMANCE : Messages.GPU_PLACEMENT_POLICY_MIXED; } } public Image Image { get { return Resources._000_GetMemoryInfo_h32bit_16; } } #endregion #region Implementation of IEditPage public AsyncAction SaveSettings() { return new SetGpuPlacementPolicyAction(pool, AllocationAlgorithm); } public void SetXenObjects(IXenObject orig, IXenObject clone) { Trace.Assert(clone is Pool || clone is Host); // only Pools and Hosts should show this page pool = Helpers.GetPoolOfOne(clone.Connection); gpu_groups = pool.Connection.Cache.GPU_groups; PopulatePage(); } public bool ValidToSave { get { return true; } } public void ShowLocalValidationMessages() { } public void Cleanup() { } public bool HasChanged { get { var allocationAlgorithm = radioButtonDepth.Checked ? allocation_algorithm.depth_first : radioButtonBreadth.Checked ? allocation_algorithm.breadth_first : allocation_algorithm.unknown; return !allocationAlgorithm.Equals(currentAllocationAlgorithm); } } #endregion private void PopulatePage() { currentAllocationAlgorithm = allocation_algorithm.unknown; foreach (GPU_group gpu_group in gpu_groups) { if (gpu_group.allocation_algorithm != currentAllocationAlgorithm && currentAllocationAlgorithm != allocation_algorithm.unknown) { // a mixture of allocation algorithms currentAllocationAlgorithm = allocation_algorithm.unknown; break; } currentAllocationAlgorithm = gpu_group.allocation_algorithm; } radioButtonDepth.Checked = currentAllocationAlgorithm == allocation_algorithm.depth_first; radioButtonBreadth.Checked = currentAllocationAlgorithm == allocation_algorithm.breadth_first; radioButtonMixture.Checked = currentAllocationAlgorithm == allocation_algorithm.unknown; radioButtonMixture.Visible = currentAllocationAlgorithm == allocation_algorithm.unknown; radioButtonMixture.Enabled = currentAllocationAlgorithm == allocation_algorithm.unknown; } } }