// Copyright (c) 2018 PaddlePaddle Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://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. #pragma once #include #include #include #include #include "paddle/fluid/platform/place.h" namespace paddle { namespace memory { namespace allocation { // Exception when `Alloc`/`AllocShared` failed class BadAlloc : public std::exception { public: explicit BadAlloc(std::string msg) : msg_(std::move(msg)) {} const char* what() const noexcept override; private: std::string msg_; }; class Allocation; class AllocationDeleter { public: void operator()(Allocation* allocation) const; }; class Allocator; // Allocation is the object holding the actually pointer. Use // `Allocation::ptr()` will returns the pointer that allocated. // // NOTE: this is the base class of Allocation. Each allocator can use its own // allocation object. // NOTE: the `Allocation::ptr()` could be nullptr, if the allocation size is 0 /** * Allocation is returned by Allocator::Allocate() method. * * An allocator may be decorated by another allocator. For example, we can * decorate * a RetryAllocator to any allocator to perform allocation retry when first * allocation request fails. * * Explanations of Allocator design is as follows: * * Suppose we have an allocator which is decorated by several allocators: * * A(1) <- A(2) <- A(3) <- ... <- A(n) * * , and the public allocator is A(1). * * The allocation process would be: * * A(n).Allocate() -> ... -> A(2).Allocate() -> A(1).Allocate() * * , and the free process would be: * * A(1).Free() -> A(2).Free() -> ... -> A(n).Free() * * Therefore, we should record the allocator chain when allocating, so * that we can free the allocation in the reverse order of allocator chain. * The field `decorated_allocators_` is used to record this chain. * * Another example is that we want to add additional fields in Allocation, * e.g., something what is done in AlignedAllocator, etc. * In this case, we should declare a derived class of Allocation, which * contains an underlying Allocation allocated by the underlying allocator. * Therefore, `decorated_allocators_` of the new Allocation object would * be a new chain, differing from the underlying Allocation object. */ class Allocation { public: Allocation(void* ptr, size_t size, platform::Place place) : ptr_(ptr), size_(size), place_(place) { // NOTE(zjl): Since decorated_allocators_ is usually a small vector // We reserve a small buffer to it to prevent frequent heap allocation // Not quite sure whether we need something like gtl vector. decorated_allocators_.reserve(8); } Allocation(const Allocation& o) = delete; Allocation& operator=(const Allocation& o) = delete; Allocation(Allocation&& o) = delete; Allocation& operator=(Allocation&& o) = delete; // Returns the holding pointer. // NOTE: For performance consideration, it is better not to make this method // as a virtual method. If we want to implement a `defragmentation` later, // we might need to make `ptr_` field as a protected field, and add a virtual // method like `defragmentation` to change `ptr_`. void* ptr() const { return ptr_; } // Returns the size of this memory buffer, i.e., ptr() + size() - 1 is the // last valid element. // // NOTE: Some allocator might alloc more memory than request. The size // could larger than its request. For example, // the AlignedAllocator will always allocate memory as size + kAlignment. // The raw pointer might not aligned, so an offset might be added to raw // the pointer. The size of this allocation will be // `size + kAlignemnt - offset`. size_t size() const { return size_; } const platform::Place& place() const { return place_; } virtual ~Allocation(); private: const std::vector& DecoratedAllocators() const { return decorated_allocators_; } inline void RegisterDecoratedAllocator(Allocator* allocator) { decorated_allocators_.push_back(allocator); } inline void PopDecoratedAllocator() { decorated_allocators_.pop_back(); } inline Allocator* TopDecoratedAllocator() { return decorated_allocators_.back(); } private: void* ptr_; size_t size_; platform::Place place_; std::vector decorated_allocators_; friend class Allocator; friend class AllocationDeleter; }; using AllocationPtr = std::unique_ptr; // Base interface class of memory Allocator. // To allocate a memory, allocator needs two parameters: // 1. size of bytes. // 2. Attribute of memory. // NOTE: the attribute of memory might be ignored if the allocator does not // care it. class Allocator { public: enum Attr { kDefault = 0, // Default attribute. Uses the fast or stablest allocation // algorithm. kFixedHuge = 1, // The allocation may not be freed until the program // ends. e.g., `Parameters` and `Momentum`. kFluxHuge = 2, // The allocation may create and freed frequently and the // allocation is considerable huge. Like `activations` // and gradients. kScratchpad = 3, // The `Scratchpad` memory is allocated and freed very soon, // usually within an operator or aux memory. // Like CUDNN workspace, AUX memory in batch norm, etc. // // https://en.wikipedia.org/wiki/Scratchpad_memory kCrossDevice = 4, // The memory used cross-device memory copy/communication. // For example: // 1. it can use an `pinned` memory for CPU-GPU // communication. // 2. it can use an `registered` memory for RDMA // communication. NumOfAttrs = 5 // The number of all attributes. It is used internally. }; virtual ~Allocator(); // Allocate an allocation. AllocationPtr Allocate(size_t size, Allocator::Attr attr = kDefault); // True if the `Allocate` is thread safe. virtual bool IsAllocThreadSafe() const; // This function should not be called outside void Free(Allocation* allocation); protected: virtual Allocation* AllocateImpl(size_t size, Allocator::Attr attr) = 0; virtual void FreeImpl(Allocation* allocation); private: friend class AllocationDeleter; }; } // namespace allocation } // namespace memory } // namespace paddle