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Minjie Wang cd4f0a2bfc [Release] update version (#440)
* update version

* update news
2019-03-08 11:12:16 -05:00

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C

/*!
* Copyright (c) 2016 by Contributors
* \file dgl/runtime/c_runtime_api.h
* \brief DGL runtime library.
*
* This runtime is adapted from TVM project
*/
#ifndef DGL_RUNTIME_C_RUNTIME_API_H_
#define DGL_RUNTIME_C_RUNTIME_API_H_
// Macros to do weak linking
#ifdef _MSC_VER
#define DGL_WEAK __declspec(selectany)
#else
#define DGL_WEAK __attribute__((weak))
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#define DGL_DLL EMSCRIPTEN_KEEPALIVE
#endif
#ifndef DGL_DLL
#ifdef _WIN32
#ifdef DGL_EXPORTS
#define DGL_DLL __declspec(dllexport)
#else
#define DGL_DLL __declspec(dllimport)
#endif
#else
#define DGL_DLL
#endif
#endif
// DGL version
#define DGL_VERSION "0.2"
// DGL Runtime is DLPack compatible.
#include <dlpack/dlpack.h>
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <stddef.h>
/*! \brief type of array index. */
typedef int64_t dgl_index_t;
/*! \brief Extension device types in DGL */
typedef enum {
kDLAOCL = 5,
kDLSDAccel = 6,
kOpenGL = 11,
// Extension DRAM type, used for quickly test extension device
// The device api can differ depending on the xpu driver registered.
kExtDev = 12,
// AddExtraDGLType which is not in DLPack here
} DGLDeviceExtType;
/*!
* \brief The type code in DGLType
* \note DGLType is used in two places.
*/
typedef enum {
// The type code of other types are compatible with DLPack.
// The next few fields are extension types
// that is used by DGL API calls.
kHandle = 3U,
kNull = 4U,
kDGLType = 5U,
kDGLContext = 6U,
kArrayHandle = 7U,
kNodeHandle = 8U,
kModuleHandle = 9U,
kFuncHandle = 10U,
kStr = 11U,
kBytes = 12U,
kNDArrayContainer = 13U,
// Extension codes for other frameworks to integrate DGL PackedFunc.
// To make sure each framework's id do not conflict, use first and
// last sections to mark ranges.
// Open an issue at the repo if you need a section of code.
kExtBegin = 15U,
kNNVMFirst = 16U,
kNNVMLast = 20U,
// The following section of code is used for non-reserved types.
kExtReserveEnd = 64U,
kExtEnd = 128U
} DGLTypeCode;
/*!
* \brief The data type used in DGL Runtime.
*
* Examples
* - float: type_code = 2, bits = 32, lanes=1
* - float4(vectorized 4 float): type_code = 2, bits = 32, lanes=4
* - int8: type_code = 0, bits = 8, lanes=1
*
* \note Arguments DGL API function always takes bits=64 and lanes=1
*/
typedef DLDataType DGLType;
/*!
* \brief The Device information, abstract away common device types.
*/
typedef DLContext DGLContext;
/*!
* \brief The tensor array stucture to DGL API.
*/
typedef DLTensor DGLArray;
/*! \brief the array handle */
typedef DGLArray* DGLArrayHandle;
/*!
* \brief Union type of values
* being passed through API and function calls.
*/
typedef union {
int64_t v_int64;
double v_float64;
void* v_handle;
const char* v_str;
DGLType v_type;
DGLContext v_ctx;
} DGLValue;
/*!
* \brief Byte array type used to pass in byte array
* When kBytes is used as data type.
*/
typedef struct {
const char* data;
size_t size;
} DGLByteArray;
/*! \brief Handle to DGL runtime modules. */
typedef void* DGLModuleHandle;
/*! \brief Handle to packed function handle. */
typedef void* DGLFunctionHandle;
/*! \brief Handle to hold return value. */
typedef void* DGLRetValueHandle;
/*!
* \brief The stream that is specific to device
* can be NULL, which indicates the default one.
*/
typedef void* DGLStreamHandle;
/*!
* \brief Used for implementing C API function.
* Set last error message before return.
* \param msg The error message to be set.
*/
DGL_DLL void DGLAPISetLastError(const char* msg);
/*!
* \brief return str message of the last error
* all function in this file will return 0 when success
* and -1 when an error occured,
* DGLGetLastError can be called to retrieve the error
*
* this function is threadsafe and can be called by different thread
* \return error info
*/
DGL_DLL const char *DGLGetLastError(void);
/*!
* \brief Load module from file.
* \param file_name The file name to load the module from.
* \param format The format of the module.
* \param out The result module
*
* \return 0 when success, -1 when failure happens
* \note The resulting module do not contain import relation.
* It can be reconstructed by DGLModImport.
*/
DGL_DLL int DGLModLoadFromFile(const char* file_name,
const char* format,
DGLModuleHandle* out);
/*!
* \brief Add dep to mod's dependency.
* This allows functions in this module to use modules.
*
* \param mod The module handle.
* \param dep The dependent module to be imported.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLModImport(DGLModuleHandle mod,
DGLModuleHandle dep);
/*!
* \brief Get function from the module.
* \param mod The module handle.
* \param func_name The name of the function.
* \param query_imports Whether to query imported modules
* \param out The result function, can be NULL if it is not available.
* \return 0 when no error is thrown, -1 when failure happens
*/
DGL_DLL int DGLModGetFunction(DGLModuleHandle mod,
const char* func_name,
int query_imports,
DGLFunctionHandle *out);
/*!
* \brief Free front-end extension type resource.
* \param handle The extension handle.
* \param type_code The type of of the extension type.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLExtTypeFree(void* handle, int type_code);
/*!
* \brief Free the Module
* \param mod The module to be freed.
*
* \note This may not free up the module's resources.
* If there is active DGLFunctionHandle uses the module
* Or if this module is imported by another active module.
*
* The all functions remains valid until DGLFuncFree is called.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLModFree(DGLModuleHandle mod);
/*!
* \brief Free the function when it is no longer needed.
* \param func The function handle
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLFuncFree(DGLFunctionHandle func);
/*!
* \brief Call a Packed DGL Function.
*
* \param func node handle of the function.
* \param arg_values The arguments
* \param type_codes The type codes of the arguments
* \param num_args Number of arguments.
*
* \param ret_val The return value.
* \param ret_type_code the type code of return value.
*
* \return 0 when success, -1 when failure happens
* \note DGL calls always exchanges with type bits=64, lanes=1
*
* \note API calls always exchanges with type bits=64, lanes=1
* If API call returns container handles (e.g. FunctionHandle)
* these handles should be managed by the front-end.
* The front-end need to call free function (e.g. DGLFuncFree)
* to free these handles.
*/
DGL_DLL int DGLFuncCall(DGLFunctionHandle func,
DGLValue* arg_values,
int* type_codes,
int num_args,
DGLValue* ret_val,
int* ret_type_code);
/*!
* \brief Set the return value of DGLPackedCFunc.
*
* This function is called by DGLPackedCFunc to set the return value.
* When this function is not called, the function returns null by default.
*
* \param ret The return value handle, pass by ret in DGLPackedCFunc
* \param value The value to be returned.
* \param type_code The type of the value to be returned.
* \param num_ret Number of return values, for now only 1 is supported.
*/
DGL_DLL int DGLCFuncSetReturn(DGLRetValueHandle ret,
DGLValue* value,
int* type_code,
int num_ret);
/*!
* \brief Inplace translate callback argument value to return value.
* This is only needed for non-POD arguments.
*
* \param value The value to be translated.
* \param code The type code to be translated.
* \note This function will do a shallow copy when necessary.
*
* \return 0 when success, -1 when failure happens.
*/
DGL_DLL int DGLCbArgToReturn(DGLValue* value, int code);
/*!
* \brief C type of packed function.
*
* \param args The arguments
* \param type_codes The type codes of the arguments
* \param num_args Number of arguments.
* \param ret The return value handle.
* \param resource_handle The handle additional resouce handle from fron-end.
* \return 0 if success, -1 if failure happens, set error via DGLAPISetLastError.
* \sa DGLCFuncSetReturn
*/
typedef int (*DGLPackedCFunc)(
DGLValue* args,
int* type_codes,
int num_args,
DGLRetValueHandle ret,
void* resource_handle);
/*!
* \brief C callback to free the resource handle in C packed function.
* \param resource_handle The handle additional resouce handle from fron-end.
*/
typedef void (*DGLPackedCFuncFinalizer)(void* resource_handle);
/*!
* \brief Signature for extension function declarer.
*
* DGL call this function to get the extension functions
* The declarer will call register_func to register function and their name.
*
* \param register_func_handle The register function
* \return 0 if success, -1 if failure happens
*/
typedef int (*DGLExtensionFuncDeclarer)(DGLFunctionHandle register_func_handle);
/*!
* \brief Wrap a DGLPackedCFunc to become a FunctionHandle.
*
* The resource_handle will be managed by DGL API, until the function is no longer used.
*
* \param func The packed C function.
* \param resource_handle The resource handle from front-end, can be NULL.
* \param fin The finalizer on resource handle when the FunctionHandle get freed, can be NULL
* \param out the result function handle.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLFuncCreateFromCFunc(DGLPackedCFunc func,
void* resource_handle,
DGLPackedCFuncFinalizer fin,
DGLFunctionHandle *out);
/*!
* \brief Register the function to runtime's global table.
*
* The registered function then can be pulled by the backend by the name.
*
* \param name The name of the function.
* \param f The function to be registered.
* \param override Whether allow override already registered function.
*/
DGL_DLL int DGLFuncRegisterGlobal(
const char* name, DGLFunctionHandle f, int override);
/*!
* \brief Get a global function.
*
* \param name The name of the function.
* \param out the result function pointer, NULL if it does not exist.
*
* \note The function handle of global function is managed by DGL runtime,
* So DGLFuncFree is should not be called when it get deleted.
*/
DGL_DLL int DGLFuncGetGlobal(const char* name, DGLFunctionHandle* out);
/*!
* \brief List all the globally registered function name
* \param out_size The number of functions
* \param out_array The array of function names.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLFuncListGlobalNames(int* out_size,
const char*** out_array);
// Array related apis for quick proptyping
/*!
* \brief Allocate a nd-array's memory,
* including space of shape, of given spec.
*
* \param shape The shape of the array, the data content will be copied to out
* \param ndim The number of dimension of the array.
* \param dtype_code The type code of the dtype
* \param dtype_bits The number of bits of dtype
* \param dtype_lanes The number of lanes in the dtype.
* \param device_type The device type of context
* \param device_id The device id of context.
* \param out The output handle.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayAlloc(const dgl_index_t* shape,
int ndim,
int dtype_code,
int dtype_bits,
int dtype_lanes,
int device_type,
int device_id,
DGLArrayHandle* out);
/*!
* \brief Free the DGL Array.
* \param handle The array handle to be freed.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayFree(DGLArrayHandle handle);
/*!
* \brief Copy array data from CPU byte array.
* \param handle The array handle.
* \param data the data pointer
* \param nbytes The number of bytes to copy.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayCopyFromBytes(DGLArrayHandle handle,
void* data,
size_t nbytes);
/*!
* \brief Copy array data to CPU byte array.
* \param handle The array handle.
* \param data the data pointer
* \param nbytes The number of bytes to copy.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayCopyToBytes(DGLArrayHandle handle,
void* data,
size_t nbytes);
/*!
* \brief Copy the array, both from and to must be valid during the copy.
* \param from The array to be copied from.
* \param to The target space.
* \param stream The stream where the copy happens, can be NULL.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayCopyFromTo(DGLArrayHandle from,
DGLArrayHandle to,
DGLStreamHandle stream);
/*!
* \brief Produce an array from the DLManagedTensor that shares data memory
* with the DLManagedTensor.
* \param from The source DLManagedTensor.
* \param out The output array handle.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayFromDLPack(DLManagedTensor* from,
DGLArrayHandle* out);
/*!
* \brief Produce a DLMangedTensor from the array that shares data memory with
* the array.
* \param from The source array.
* \param out The DLManagedTensor handle.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayToDLPack(DGLArrayHandle from,
DLManagedTensor** out);
/*!
* \brief Delete (free) a DLManagedTensor's data.
* \param dltensor Pointer to the DLManagedTensor.
*/
DGL_DLL void DGLDLManagedTensorCallDeleter(DLManagedTensor* dltensor);
/*!
* \brief Create a new runtime stream.
*
* \param device_type The device type of context
* \param device_id The device id of context
* \param out The new stream handle
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLStreamCreate(int device_type, int device_id, DGLStreamHandle* out);
/*!
* \brief Free a created stream handle.
*
* \param device_type The device type of context
* \param device_id The device id of context
* \param stream The stream to be freed
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLStreamFree(int device_type, int device_id, DGLStreamHandle stream);
/*!
* \brief Set the runtime stream of current thread to be stream.
* The subsequent calls to the same device_type
* will use the setted stream handle.
* The specific type of stream is runtime device dependent.
*
* \param device_type The device type of context
* \param device_id The device id of context.
* \param handle The stream handle.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLSetStream(int device_type, int device_id, DGLStreamHandle handle);
/*!
* \brief Wait until all computations on stream completes.
*
* \param device_type The device type of context
* \param device_id The device id of context.
* \param stream The stream to be synchronized.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLSynchronize(int device_type, int device_id, DGLStreamHandle stream);
/*!
* \brief Synchronize two streams of execution.
*
* \param device_type The device type of context
* \param device_id The device id of context
* \param src The source stream to synchronize.
* \param dst The destination stream to synchronize.
* \return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLStreamStreamSynchronize(int device_type,
int device_id,
DGLStreamHandle src,
DGLStreamHandle dst);
#ifdef __cplusplus
} // DGL_EXTERN_C
#endif
#endif // DGL_RUNTIME_C_RUNTIME_API_H_