/*! * Copyright (c) 2017 by Contributors * @file workspace_pool.h * @brief Workspace pool utility. */ #ifndef DGL_RUNTIME_WORKSPACE_POOL_H_ #define DGL_RUNTIME_WORKSPACE_POOL_H_ #include #include #include namespace dgl { namespace runtime { /*! * @brief A workspace pool to manage * * \note We have the following assumption about backend temporal * workspace allocation, and will optimize for such assumption, * some of these assumptions can be enforced by the compiler. * * - Only a few allocation will happen, and space will be released after use. * - The release order is usually in reverse order of allocate * - Repeative pattern of same allocations over different runs. */ class WorkspacePool { public: /*! * @brief Create pool with specific device type and device. * @param device_type The device type. * @param device The device API. */ WorkspacePool(DGLDeviceType device_type, std::shared_ptr device); /*! @brief destructor */ ~WorkspacePool(); /*! * @brief Allocate temporal workspace. * @param ctx The context of allocation. * @param size The size to be allocated. */ void* AllocWorkspace(DGLContext ctx, size_t size); /*! * @brief Free temporal workspace in backend execution. * * @param ctx The context of allocation. * @param ptr The pointer to be freed. */ void FreeWorkspace(DGLContext ctx, void* ptr); private: class Pool; /*! @brief pool of device local array */ std::vector array_; /*! @brief device type this pool support */ DGLDeviceType device_type_; /*! @brief The device API */ std::shared_ptr device_; }; } // namespace runtime } // namespace dgl #endif // DGL_RUNTIME_WORKSPACE_POOL_H_