This is prep work to introduce shared variables to GeneratedCode. PiperOrigin-RevId: 257677195
89 lines
3.1 KiB
C++
89 lines
3.1 KiB
C++
/* Copyright 2019 The TensorFlow Authors. All Rights Reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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==============================================================================*/
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#ifndef TENSORFLOW_LITE_DELEGATES_GPU_GL_SERIALIZATION_H_
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#define TENSORFLOW_LITE_DELEGATES_GPU_GL_SERIALIZATION_H_
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#include <cstdint>
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#include <functional>
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#include <string>
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#include <vector>
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#include "absl/types/span.h"
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#include "flatbuffers/flatbuffers.h" // TF:flatbuffers
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#include "tensorflow/lite/delegates/gpu/common/status.h"
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#include "tensorflow/lite/delegates/gpu/common/types.h"
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#include "tensorflow/lite/delegates/gpu/gl/compiled_model_generated.h"
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#include "tensorflow/lite/delegates/gpu/gl/object.h"
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#include "tensorflow/lite/delegates/gpu/gl/variable.h"
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namespace tflite {
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namespace gpu {
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namespace gl {
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struct CompiledModelOptions {
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// If true, a model was compiled with dynamic batch size and therefore,
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// a user may change BATCH dimension at runtime.
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bool dynamic_batch = false;
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};
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// Accumulates shaders and programs and stores it in FlatBuffer format.
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class SerializedCompiledModelBuilder {
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public:
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SerializedCompiledModelBuilder() : builder_(32 * 1024) {}
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void AddShader(const std::string& shader_src);
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void AddProgram(const std::vector<Variable>& parameters,
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const std::vector<Object>& objects,
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const uint3& workgroup_size, const uint3& num_workgroups,
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size_t shader_index);
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// Returns serialized data that will stay valid until this object is
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// destroyed.
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absl::Span<const uint8_t> Finalize(const CompiledModelOptions& options);
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private:
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std::vector<flatbuffers::Offset<flatbuffers::String>> shaders_;
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std::vector<flatbuffers::Offset<data::Program>> programs_;
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::flatbuffers::FlatBufferBuilder builder_;
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};
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// Handles deserialization events. it is guaranteed that shaders will be called
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// first in the appropriate order and programs come next.
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class DeserializationHandler {
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public:
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virtual ~DeserializationHandler() = default;
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virtual Status OnShader(absl::Span<const char> shader_src) = 0;
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virtual Status OnProgram(const std::vector<Variable>& parameters,
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const std::vector<Object>& objects,
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const uint3& workgroup_size,
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const uint3& num_workgroups,
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size_t shader_index) = 0;
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virtual void OnOptions(const CompiledModelOptions& options) = 0;
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};
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Status DeserializeCompiledModel(absl::Span<const uint8_t> serialized,
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DeserializationHandler* handler);
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} // namespace gl
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} // namespace gpu
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} // namespace tflite
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#endif // TENSORFLOW_LITE_DELEGATES_GPU_GL_SERIALIZATION_H_
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