/* * Copyright (c) 2024, NVIDIA CORPORATION. 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 "tensorrt_llm/executor/executor.h" #include "tensorrt_llm/runtime/iTensor.h" #include namespace tensorrt_llm::runtime::decoder_batch { class Request { public: using TensorConstPtr = ITensor::SharedConstPtr; using TensorPtr = ITensor::SharedPtr; using BufferPtr = IBuffer::SharedPtr; explicit Request(SizeType32 inputLen) : inputLen(inputLen) { } //! Mandatory parameters SizeType32 inputLen; // Input length without draft tokens, increasing with generation steps // optional parameters SizeType32 generatedTokensPerEngineStep{1}; // //! Optional parameters for speculative decoding BufferPtr draftTokens; // [generatedTokensPerEngineStep - 1] on gpu std::optional draftLogits; // [generatedTokensPerEngineStep - 1, vocabSize] on gpu TensorPtr medusaPaths; // [maxDecodingTokens, maxPathLen], on gpu TensorPtr medusaTreeIds; // [maxDecodingTokens], on gpu std::optional lookaheadRuntimeConfig; std::optional eagleConfig; }; } // namespace tensorrt_llm::runtime::decoder_batch