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minor changes
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@@ -25,7 +25,7 @@ extern "C" {
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* connected via P2P NVLink or InfiniBand.
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* The communication API is one-sided meaning that for every single data transfer, only one side
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* needs to execute unlike a two-sided communication stack such as NCCL where both sides
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* need to execute a send and a receive instruction respectively for every transfer.
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* need to execute a send and a receive instruction, respectively, for every transfer.
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***************************************************************************************************************
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* At connection setup time, a sender and the matching receiver need to call mscclppConnect to register
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* their buffers locally. Once all buffers are registered via mscclppConnect, mscclppConnectionSetup is
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@@ -33,7 +33,7 @@ extern "C" {
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* proxy thread that performs the actual data transfer using (R)DMA. DMA is optional for P2P NVLink connections
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* where the GPU can perform the copy directly.
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***************************************************************************************************************
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* Before using any of functionality of connections, mscclppProxyLaunch needs to be called to spawn the
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* Before using any of functionality of connections, mscclppProxyLaunch needs to be called to spawn the
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* proxy threads. There are currently two types of connections:
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*
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* P2P via NVLink: the DMA engine can perform the copy between the buffers. DMA engine has higher latency
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@@ -43,16 +43,16 @@ extern "C" {
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***************************************************************************************************************
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* At the runtime, a GPU kernel has access to a mscclppDevConn object that provides the following functions:
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*
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* put(): the sender initiates a data transfer to the receiver.
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* put(): the sender initiates a data transfer to the receiver.
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*
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* signal(): the sender signals the receiver that data is ready to be consumed once the reciver has performed a wait().
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*
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* wait(): the reciever waits on the signal() to start reading the data.
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*
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* The sender should not reuse the buffer till the signal returns.
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* The receiver should only access the data after the wait returns.
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* The receiver should only access the data after the wait returns.
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*
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* putWithSignal(): The sender initiates a data transfer and signals the receiver that data is ready to be consumed.
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* putWithSignal(): the sender initiates a data transfer and signals the receiver that data is ready to be consumed.
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* This is an optimized version of a put followed by a signal.
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*
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* Example:
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@@ -61,7 +61,7 @@ extern "C" {
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* devConn.put(data1)
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* devConn.put(data2)
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* devConn.put(data3) // receiver GPU
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* // not OK to write to data1, data2, data3 // not OK to read data1, data2, data3
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* // not OK to write to data1, data2, data3 // not OK to read data1, data2, data3
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* devConn.signal() -------------------------------> devConn.wait()
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* // OK to write to data1, data2, data3 // OK to read data1, data2, data3
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**************************************************************************************************************/
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