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@ -131,7 +131,7 @@ back and go to our example to give ourselves a more concrete image.
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* A primitive must know how to evaluate itself on the CPU/GPU
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* A primitive must know how to evaluate itself on the CPU/GPU
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* for the given inputs and populate the output array.
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* for the given inputs and populate the output array.
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*
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*
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* To avoid unecessary allocations, the evaluation function
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* To avoid unnecessary allocations, the evaluation function
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* is responsible for allocating space for the array.
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* is responsible for allocating space for the array.
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*/
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*/
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void eval_cpu(const std::vector<array>& inputs, array& out) override;
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void eval_cpu(const std::vector<array>& inputs, array& out) override;
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@ -945,4 +945,4 @@ Scripts
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.. _Metal-cpp: https://developer.apple.com/metal/cpp/
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.. _Metal-cpp: https://developer.apple.com/metal/cpp/
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.. _`Metal Specification`: https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
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.. _`Metal Specification`: https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
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.. _`Metal Example`: https://developer.apple.com/documentation/metal/performing_calculations_on_a_gpu?language=objc
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.. _`Metal Example`: https://developer.apple.com/documentation/metal/performing_calculations_on_a_gpu?language=objc
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.. _PyBind11: https://pybind11.readthedocs.io/en/stable/
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.. _PyBind11: https://pybind11.readthedocs.io/en/stable/
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