/* * Copyright (c) 2022-2024, 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/runtime/common.h" namespace tensorrt_llm::runtime { struct RuntimeDefaults { RuntimeDefaults( std::optional> maxAttentionWindowVec, std::optional sinkTokenLength) : maxAttentionWindowVec(maxAttentionWindowVec) , sinkTokenLength(sinkTokenLength) { } std::optional> maxAttentionWindowVec; std::optional sinkTokenLength; RuntimeDefaults() = default; }; } // namespace tensorrt_llm::runtime