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<title>llvm-project.git/libc/test/integration/src/stdlib/gpu, branch users/nico/python-1</title>
<subtitle>Unnamed repository; edit this file 'description' to name the repository.
</subtitle>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/llvm-project.git/'/>
<entry>
<title>[libc] Fix internal alignment in allcoator (#146738)</title>
<updated>2025-07-02T17:29:01+00:00</updated>
<author>
<name>Joseph Huber</name>
<email>huberjn@outlook.com</email>
</author>
<published>2025-07-02T17:29:01+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/llvm-project.git/commit/?id=50f40a5327ad9f8a4a57bb2bf7679f489f86b726'/>
<id>50f40a5327ad9f8a4a57bb2bf7679f489f86b726</id>
<content type='text'>
Summary:
The allocator interface is supposed to have 16 byte alignment (to keep
it consistent with the CPU allocator. We could probably drop this to 8
if desires.) But this was not enforced because the number of bytes used
for the bitfield sometimes resulted in alignment of 8 instead of 16.
Explicitly align the number of bytes to be a multiple of 16 even if
unused.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Summary:
The allocator interface is supposed to have 16 byte alignment (to keep
it consistent with the CPU allocator. We could probably drop this to 8
if desires.) But this was not enforced because the number of bytes used
for the bitfield sometimes resulted in alignment of 8 instead of 16.
Explicitly align the number of bytes to be a multiple of 16 even if
unused.</pre>
</div>
</content>
</entry>
<entry>
<title>[libc] Efficiently implement `aligned_alloc` for AMDGPU (#146585)</title>
<updated>2025-07-02T14:25:57+00:00</updated>
<author>
<name>Joseph Huber</name>
<email>huberjn@outlook.com</email>
</author>
<published>2025-07-02T14:25:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/llvm-project.git/commit/?id=24828c8c45d7f258159afca251aa853a5fc59150'/>
<id>24828c8c45d7f258159afca251aa853a5fc59150</id>
<content type='text'>
Summary:
This patch uses the actual allocator interface to implement
`aligned_alloc`. We do this by simply rounding up the amount allocated.
Because of how index calculation works, any offset within an allocated
pointer will still map to the same chunk, so we can just adjust
internally and it will free all the same.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Summary:
This patch uses the actual allocator interface to implement
`aligned_alloc`. We do this by simply rounding up the amount allocated.
Because of how index calculation works, any offset within an allocated
pointer will still map to the same chunk, so we can just adjust
internally and it will free all the same.</pre>
</div>
</content>
</entry>
<entry>
<title>[libc] Efficiently implement 'realloc' for AMDGPU devices (#145960)</title>
<updated>2025-06-30T13:39:40+00:00</updated>
<author>
<name>Joseph Huber</name>
<email>huberjn@outlook.com</email>
</author>
<published>2025-06-30T13:39:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/llvm-project.git/commit/?id=10445acfa64a80800272e09f70be4799877a237f'/>
<id>10445acfa64a80800272e09f70be4799877a237f</id>
<content type='text'>
Summary:
Now that we have `malloc` we can implement `realloc` efficiently. This
uses the known chunk sizes to avoid unnecessary allocations. We just
return nullptr for NVPTX. I'd remove the list for the entrypoint but
then the libc++ code would stop working. When someone writes the NVPTX
support this will be trivial.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Summary:
Now that we have `malloc` we can implement `realloc` efficiently. This
uses the known chunk sizes to avoid unnecessary allocations. We just
return nullptr for NVPTX. I'd remove the list for the entrypoint but
then the libc++ code would stop working. When someone writes the NVPTX
support this will be trivial.</pre>
</div>
</content>
</entry>
<entry>
<title>[libc] Implement efficient 'malloc' on the GPU (#140156)</title>
<updated>2025-05-28T13:21:43+00:00</updated>
<author>
<name>Joseph Huber</name>
<email>huberjn@outlook.com</email>
</author>
<published>2025-05-28T13:21:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/llvm-project.git/commit/?id=b4bc8c6f83e3dc865cf6dccdc9f18edb6a2daa3f'/>
<id>b4bc8c6f83e3dc865cf6dccdc9f18edb6a2daa3f</id>
<content type='text'>
Summary:
This is the big patch that implements an efficient device-side `malloc`
on the GPU. This is the first pass and many improvements will be made
later.

The scheme revolves around using a global reference counted pointer to
hand out access to a dynamically created and destroyed slab interface.
The slab is simply a large bitfield with one bit for each slab. All
allocations are the same size in a slab, so different sized allocations
are done through different slabs.

Allocation is thus searching for or creating a slab for the desired
slab, reserving space, and then searching for a free bit. Freeing is
clearing the bit and then releasing the space.

This interface allows memory to dynamically grow and shrink. Future
patches will have different modes to allow fast first-time-use as well
as a non-RPC version.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Summary:
This is the big patch that implements an efficient device-side `malloc`
on the GPU. This is the first pass and many improvements will be made
later.

The scheme revolves around using a global reference counted pointer to
hand out access to a dynamically created and destroyed slab interface.
The slab is simply a large bitfield with one bit for each slab. All
allocations are the same size in a slab, so different sized allocations
are done through different slabs.

Allocation is thus searching for or creating a slab for the desired
slab, reserving space, and then searching for a free bit. Freeing is
clearing the bit and then releasing the space.

This interface allows memory to dynamically grow and shrink. Future
patches will have different modes to allow fast first-time-use as well
as a non-RPC version.</pre>
</div>
</content>
</entry>
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