/* * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. */ /*! * \file tvm/relax/backend/adreno/transform.h * \brief Adreno GPU specific transformation passes. */ #ifndef TVM_RELAX_BACKEND_ADRENO_TRANSFORM_H_ #define TVM_RELAX_BACKEND_ADRENO_TRANSFORM_H_ #include #include namespace tvm { namespace relax { namespace backend { namespace adreno { namespace transform { using Pass = tvm::transform::Pass; using PassInfo = tvm::transform::PassInfo; using PassContext = tvm::transform::PassContext; using Function = tvm::relax::Function; using DataflowBlock = tvm::relax::DataflowBlock; using tvm::relax::transform::CreateFunctionPass; using tvm::transform::CreateModulePass; /*! * \brief This pass is designed to annotate the memory scope information via VDevice attribute. * This pass need operator attrbutes which in general vanish aftre legalization. * FuseOps and FuseTIR are modified to pass on the operator specific attributes and also * op_pattern details as part of the PrimFunc. This pass is Adreno specific and annotates each * BindingVar with appropriate HintInDevice. RealizeVDevice pass followed by handles these hints. * Followed by this pass we also invoke SpecializePrimFuncBasedOnCallSite which updates the * var_buffer_map based on this new VDevice information. */ TVM_DLL Pass AnnotateCustomMemoryScope(Target target); /* * \brief This is a texture specific pass that can optimize unnecessary to_device copies. * Like texture_scope -> ToVDevice -> global scope. In this case the producer can directly * store into global scope avoiding unnecessary device copy. */ TVM_DLL Pass FoldVDeviceScopeChange(); } // namespace transform } // namespace adreno } // namespace backend } // namespace relax } // namespace tvm #endif // TVM_RELAX_BACKEND_ADRENO_TRANSFORM_H_