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2026-07-13 13:35:51 +08:00

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C

/**
* Copyright (c) 2016-2022 by Contributors
* @file dgl/runtime/c_runtime_api.h
* @brief DGL runtime library.
*
* This runtime is adapted from TVM project (commit: 2ce5277)
*/
#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 "2.5"
#ifdef __cplusplus
extern "C" {
#endif
#include <stddef.h>
#include <stdint.h>
/** @brief type of array index. */
typedef int64_t dgl_index_t;
/**
* @brief The device type in DGLContext.
*/
#ifdef __cplusplus
typedef enum : int32_t {
#else
typedef enum {
#endif
/** @brief CPU device */
kDGLCPU = 1,
/** @brief CUDA GPU device */
kDGLCUDA = 2,
// add more devices once supported
} DGLDeviceType;
/**
* @brief The object type code is used in DGL FFI to indicate the types of
* objects passed between C and Python.
*/
typedef enum {
kObjectInt = 0U,
kObjectUInt = 1U,
kObjectFloat = 2U,
kHandle = 3U,
kNull = 4U,
kDGLDataType = 5U,
kDGLContext = 6U,
kArrayHandle = 7U,
kObjectHandle = 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
} DGLObjectTypeCode;
/**
* @brief The type code options DGLDataType.
*/
typedef enum {
/** @brief signed integer */
kDGLInt = 0U,
/** @brief unsigned integer */
kDGLUInt = 1U,
/** @brief IEEE floating point */
kDGLFloat = 2U,
/** @brief bfloat16 */
kDGLBfloat = 4U,
// add more data types if we are going to support them
} DGLDataTypeCode;
/**
* @brief The data type the tensor can hold. The data type is assumed to follow
* the native endian-ness. An explicit error message should be raised when
* attempting to export an array with non-native endianness
*
* 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
*/
typedef struct {
/**
* @brief Type code of base types.
* We keep it uint8_t instead of DGLDataTypeCode for minimal memory
* footprint, but the value should be one of DGLDataTypeCode enum values.
* */
uint8_t code;
/**
* @brief Number of bits, common choices are 8, 16, 32.
*/
uint8_t bits;
/** @brief Number of lanes in the type, used for vector types. */
uint16_t lanes;
} DGLDataType;
/**
* @brief The Device information, abstract away common device types.
*/
typedef struct {
/** @brief The device type used in the device. */
DGLDeviceType device_type;
/**
* @brief The device index.
* For vanilla CPU memory, pinned memory, or managed memory, this is set to 0.
*/
int32_t device_id;
} DGLContext;
/**
* @brief The tensor array stucture to DGL API.
* The structure is heavily inspired by DLTensor from DLPack.
*/
typedef struct {
/**
* @brief The data pointer points to the allocated data.
*
* Depending on the device context, it can be a CPU pointer, or a CUDA
* device pointer or acl_mem handle in OpenCL.
* This pointer is always aligned to 256 bytes as in CUDA. Use the
* `byte_offset` field to mark the beginning of the actual data (if the
* address is not 256 byte aligned).
*
* Note that as of Nov 2021, multiply libraries (CuPy, PyTorch, TensorFlow,
* TVM, perhaps others) do not adhere to this 256 byte alignment requirement
* on CPU/CUDA/ROCm, and always use `byte_offset=0`. This is likely to be
* fixed in the future; at the moment it is recommended
* to not rely on the data pointer being correctly aligned.
*
* For a DGLArray, the size of memory required to store the contents of
* data can be calculated as follows:
*
* @code{.c}
* static inline size_t GetDataSize(const DGLArray* t) {
* size_t size = 1;
* for (int32_t i = 0; i < t->ndim; ++i) {
* size *= t->shape[i];
* }
* size *= (t->dtype.bits * t->dtype.lanes + 7) / 8;
* return size;
* }
* @endcode
*/
void* data;
/** @brief The device of the tensor */
DGLContext ctx;
/** @brief Number of dimensions */
int32_t ndim;
/** @brief The data type of the pointer*/
DGLDataType dtype;
/** @brief The shape of the tensor */
int64_t* shape;
/**
* @brief strides of the tensor (in number of elements, not bytes)
* can be NULL, indicating tensor is compact and row-majored.
*/
int64_t* strides;
/** @brief The offset in bytes to the beginning pointer to data */
uint64_t byte_offset;
} 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;
DGLDataType 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 Allocate a nd-array's with shared memory,
* including space of shape, of given spec.
*
* @param the name of the shared memory
* @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 is_create whether the shared memory is created
* @param out The output handle.
* @return 0 when success, -1 when failure happens
*/
int DGLArrayAllocSharedMem(
const char* mem_name, const dgl_index_t* shape, int ndim, int dtype_code,
int dtype_bits, int dtype_lanes, bool is_create, 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.
* @return 0 when success, -1 when failure happens
*/
DGL_DLL int DGLArrayCopyFromTo(DGLArrayHandle from, DGLArrayHandle to);
/**
* @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 Get the runtime stream of current thread.
*
* @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 DGLGetStream(
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);
/**
* @brief Load tensor adapter.
* @return 0 when success, -1 when failure happens.
*/
DGL_DLL int DGLLoadTensorAdapter(const char* path);
/**
* @brief Pin host memory.
*/
int DGLArrayPinData(DGLArrayHandle handle, DGLContext ctx);
/**
* @brief Unpin host memory.
*/
int DGLArrayUnpinData(DGLArrayHandle handle, DGLContext ctx);
/**
* @brief Record the stream that's using this tensor.
*/
int DGLArrayRecordStream(DGLArrayHandle handle, DGLStreamHandle stream);
/**
* @brief Bug report macro.
*
* This serves as a sanity check on system side to make sure the code is correct
* by checking whether a condition always holds for complex reasons. Failing
* the condition signifies a system bug instead of users giving invalid inputs
* or using the functionality incorrectly.
*
* Hints the user to file a bug report if the condition fails.
*/
#define BUG_IF_FAIL(cond) \
CHECK(cond) \
<< "A bug has been occurred. " \
"Please file a bug report at https://github.com/dmlc/dgl/issues. " \
"Message: "
#ifdef __cplusplus
} // DGL_EXTERN_C
#endif
#endif // DGL_RUNTIME_C_RUNTIME_API_H_