Tightening ukernel common definitions (#10950) * Complete rewrite of the big comment at the start of ukernel/common.h. Please read carefully as I might be saying things that are incorrect. * Ukernel local types prefixed to disambiguate from standard types, e.g. `int32_t` --> `iree_ukernel_int32_t`. * This caught a place in `vmvx/module.c` that now requires an explicit cast from `unsigned long*` to `unsigned long long*`. I know these are always the same 64bit stuff in practice, but it's worth an explicit cast. * Actually no longer including various platform headers in ukernels. In ukernel/common.h, we were including iree/base/attributes.h, which was including target_platform.h, which was including windows.h etc. * Now ukernels that need a RESTRICT keyword can use IREE_UKERNEL_RESTRICT, forked from IREE_RESTRICT. * We can almost, but not quite, simply use `restrict`, since ukernels are C code. The problem is that C++ code may need to include the declarations. At least, the macro can make it easy to experiment with what's the impact of restrict. And it leaves the door open to C++ kernels if someone really wants that in the future.
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.