dmlc--dgl
a1d50f0f53
* include/dgl/runtime * include * src/runtime * src/graph * src/scheduler * src * clean up CMakeLists * further clean up in cmake * install commands * python/dgl/_ffi/_cython * python/dgl/_ffi/_ctypes * python/dgl/_ffi * python/dgl * some fix * copy right
184 行
6.2 KiB
C++
184 行
6.2 KiB
C++
/*!
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* Copyright (c) 2016 by Contributors
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* \file dgl/runtime/device_api.h
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* \brief Abstract device memory management API
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*/
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#ifndef DGL_RUNTIME_DEVICE_API_H_
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#define DGL_RUNTIME_DEVICE_API_H_
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#include <string>
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#include "packed_func.h"
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#include "c_runtime_api.h"
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namespace dgl {
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namespace runtime {
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/*!
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* \brief the query type into GetAttr
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*/
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enum DeviceAttrKind : int {
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kExist = 0,
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kMaxThreadsPerBlock = 1,
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kWarpSize = 2,
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kMaxSharedMemoryPerBlock = 3,
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kComputeVersion = 4,
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kDeviceName = 5,
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kMaxClockRate = 6,
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kMultiProcessorCount = 7,
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kMaxThreadDimensions = 8
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};
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/*! \brief Number of bytes each allocation must align to */
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constexpr int kAllocAlignment = 64;
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/*! \brief Number of bytes each allocation must align to in temporary allocation */
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constexpr int kTempAllocaAlignment = 64;
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/*! \brief Maximum size that can be allocated on stack */
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constexpr int kMaxStackAlloca = 1024;
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/*!
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* \brief DGL Runtime Device API, abstracts the device
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* specific interface for memory management.
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*/
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class DeviceAPI {
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public:
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/*! \brief virtual destructor */
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virtual ~DeviceAPI() {}
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/*!
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* \brief Set the environment device id to ctx
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* \param ctx The context to be set.
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*/
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virtual void SetDevice(DGLContext ctx) = 0;
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/*!
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* \brief Get attribute of specified device.
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* \param ctx The device context
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* \param kind The result kind
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* \param rv The return value.
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* \sa DeviceAttrKind
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*/
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virtual void GetAttr(DGLContext ctx, DeviceAttrKind kind, DGLRetValue* rv) = 0;
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/*!
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* \brief Allocate a data space on device.
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* \param ctx The device context to perform operation.
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* \param nbytes The number of bytes in memory.
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* \param alignment The alignment of the memory.
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* \param type_hint The type of elements. Only needed by certain backends such
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* as OpenGL, as nbytes & alignment are sufficient for most backends.
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* \return The allocated device pointer.
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*/
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virtual void* AllocDataSpace(DGLContext ctx,
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size_t nbytes,
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size_t alignment,
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DGLType type_hint) = 0;
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/*!
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* \brief Free a data space on device.
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* \param ctx The device context to perform operation.
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* \param ptr The data space.
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*/
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virtual void FreeDataSpace(DGLContext ctx, void* ptr) = 0;
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/*!
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* \brief copy data from one place to another
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* \param from The source array.
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* \param from_offset The byte offeset in the from.
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* \param to The target array.
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* \param to_offset The byte offset in the to.
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* \param num_bytes The size of the memory in bytes
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* \param ctx_from The source context
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* \param ctx_to The target context
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* \param type_hint The type of elements, only neded by certain backends.
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* can be useful for cross device endian converison.
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* \param stream Optional stream object.
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*/
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virtual void CopyDataFromTo(const void* from,
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size_t from_offset,
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void* to,
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size_t to_offset,
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size_t num_bytes,
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DGLContext ctx_from,
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DGLContext ctx_to,
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DGLType type_hint,
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DGLStreamHandle stream) = 0;
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/*!
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* \brief Create a new stream of execution.
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*
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* \param ctx The context of allocation.
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*/
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DGL_DLL virtual DGLStreamHandle CreateStream(DGLContext ctx);
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/*!
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* \brief Free a stream of execution
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*
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* \param ctx The context of the stream
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* \param stream The pointer to be freed.
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*/
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DGL_DLL virtual void FreeStream(DGLContext ctx, DGLStreamHandle stream);
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/*!
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* \brief Synchronize the stream
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* \param ctx The context to perform operation.
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* \param stream The stream to be sync.
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*/
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virtual void StreamSync(DGLContext ctx, DGLStreamHandle stream) = 0;
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/*!
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* \brief Set the stream
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* \param ctx The context to set stream.
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* \param stream The stream to be set.
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*/
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virtual void SetStream(DGLContext ctx, DGLStreamHandle stream) {}
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/*!
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* \brief Synchronize 2 streams of execution.
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*
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* An event is created in event_src stream that the second then
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* stream waits on. Neither event_src or event_dst need to be of
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* the same device ID as the context, but they must be of the same
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* device type.
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*
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* \param ctx The context of the streams.
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* \param event_src The source stream to synchronize.
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* \param event_dst The destination stream to synchronize.
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*/
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DGL_DLL virtual void SyncStreamFromTo(DGLContext ctx,
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DGLStreamHandle event_src,
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DGLStreamHandle event_dst);
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/*!
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* \brief Allocate temporal workspace for backend execution.
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*
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* \note We have the following assumption about backend temporal
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* workspace allocation, and backend will optimize for such assumption:
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*
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* - Only a few allocation will happen, and space will be released after use.
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* - The release order is usually in reverse order of allocate (stack style).
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* - Repeative pattern of same allocations over different runs.
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* - Workspace should not overlap between different threads(i.e. be threadlocal)
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*
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* \param ctx The context of allocation.
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* \param nbytes The size to be allocated.
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* \param type_hint The type of elements. Only needed by certain backends such
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* as OpenGL, as nbytes is sufficient for most backends.
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*/
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DGL_DLL virtual void* AllocWorkspace(DGLContext ctx,
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size_t nbytes,
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DGLType type_hint = {});
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/*!
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* \brief Free temporal workspace in backend execution.
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*
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* \param ctx The context of allocation.
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* \param ptr The pointer to be freed.
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*/
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DGL_DLL virtual void FreeWorkspace(DGLContext ctx, void* ptr);
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/*!
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* \brief Get device API base don context.
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* \param ctx The context
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* \param allow_missing Whether allow missing
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* \return The corresponding device API.
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*/
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DGL_DLL static DeviceAPI* Get(DGLContext ctx, bool allow_missing = false);
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};
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/*! \brief The device type bigger than this is RPC device */
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constexpr int kRPCSessMask = 128;
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} // namespace runtime
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} // namespace dgl
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#endif // DGL_RUNTIME_DEVICE_API_H_
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