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chore: import upstream snapshot with attribution
2026-07-13 13:36:25 +08:00

68 lines
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C++

/*
* 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 <tvm/relax/expr.h>
#include <tvm/relax/transform.h>
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_