commit | a2cc4c72685d5d839d65e541a65fafcdb0d7ba1a | [log] [tgz] |
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author | Stella Laurenzo <stellaraccident@gmail.com> | Fri Feb 04 00:05:39 2022 -0800 |
committer | GitHub <noreply@github.com> | Fri Feb 04 00:05:39 2022 -0800 |
tree | 5b2d70e1be069bf54c965533428b83304f9bf967 | |
parent | b184446bd542e01c8e091cb22ae18c42bdf20361 [diff] |
Integrate llvm-project at b82a3a8ef3843a8b98807219db87bc12f38ed704 (#8245) * Reset third_party/llvm-project: b82a3a8ef3843a8b98807219db87bc12f38ed704 (2022-02-02 17:09:23 +0100): [IRBuilder] Reformat two functions (NFC) * Adapt to various API changes. * Tablegen OpTrait -> Trait * linalg.copy -> memref.copy (required adapting back to linlag.generic via new pass as temporary measure) * OwningModuleRef -> OwningOpRef<mlir::ModuleOp> * createTensorConstantBufferizePass() merged with arith::createConstantBufferizePass() * Comprehensive bufferization build changes * Vector folder changes * Update MHLO to account for OpTrait->Trait (cherry-pick) * Update bazel build to have Transform deps. Co-authored-by: Thomas Raoux <thomasraoux@google.com> Co-authored-by: MaheshRavishankar <ravishankarm@google.com>
IREE (Intermediate Representation Execution Environment, pronounced as “eerie”) is an MLIR-based end-to-end compiler and runtime that lowers Machine Learning (ML) models to a unified IR that scales up to meet the needs of the datacenter and down to satisfy the constraints and special considerations of mobile and edge deployments.
See our website for project details, user guides, and instructions on building from source.
IREE is still in its early phase. We have settled down on the overarching infrastructure and are actively improving various software components as well as project logistics. It is still quite far from ready for everyday use and is made available without any support at the moment. With that said, we welcome any kind of feedback on any communication channels!
See our website for more information.
IREE is licensed under the terms of the Apache 2.0 License with LLVM Exceptions. See LICENSE for more information.