cavis/libnd4j/include/execution/cpu/LaunchContext.cpp

68 lines
2.1 KiB
C++

/*******************************************************************************
* Copyright (c) 2015-2018 Skymind, Inc.
*
* This program and the accompanying materials are made available under the
* terms of the Apache License, Version 2.0 which is available at
* https://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.
*
* SPDX-License-Identifier: Apache-2.0
******************************************************************************/
//
// Created by raver119 on 30.11.17.
//
#include <execution/LaunchContext.h>
#include <logger.h>
#include <exceptions/cuda_exception.h>
#include <thread>
nd4j::ContextBuffers contextBuffers = nd4j::ContextBuffers();
namespace nd4j {
LaunchContext::~LaunchContext() {
}
std::vector<std::shared_ptr<LaunchContext>> LaunchContext::_contexts = std::vector<std::shared_ptr<LaunchContext>>();
////////////////////////////////////////////////////////////////////////
LaunchContext::LaunchContext() {
// default constructor, just to make clang/ranlib happy
_workspace = nullptr;
_deviceID = 0;
}
LaunchContext::LaunchContext(Nd4jPointer cudaStream, Nd4jPointer reductionPointer, Nd4jPointer scalarPointer, Nd4jPointer allocationPointer) {
}
LaunchContext* LaunchContext::defaultContext() {
// TODO: we need it to be device-aware, but only once we add NUMA support for cpu
if (LaunchContext::_contexts.empty()) {
LaunchContext::_contexts.emplace_back(std::make_shared<LaunchContext>());
}
// return context for current device
return LaunchContext::_contexts[0].get();
}
void LaunchContext::swapContextBuffers(ContextBuffers &buffers) {
//
}
bool LaunchContext::isInitialized() {
return true;
}
void LaunchContext::releaseBuffers() {
//
}
}