[TLE] Add device intra node barrier and change the logic of pulling the third-party tileir#739
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Removed commented line related to flagtree in distributed context.
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…he third-party tileir (#739) * init device intra node barrier * add conversions * fix conversion bug * add python api args * add python api args * fix conversion bug * add test case * adjust dir * fix test case bug * solve conflict * polish code * fix third_party/nvidia/backend/distributed.py * fix bugs * add arg for GroupKind * add flag to control tileir * add flag to control tileir * polish code * enable distribued params pass * fix bug * update * update * fix comment * polist code * fix backend bugs * fix comment * Remove commented line in jit.py Removed commented line related to flagtree in distributed context. * Update jit.py * Update compiler.py * Apply code-format changes * Initialize params list in JIT class * Apply code-format changes * [Build] Fix default_backends without tileir --------- Co-authored-by: flagtree-bot <flagtree_ai@163.com> Co-authored-by: zhzhcookie <zhengyang@baai.ac.cn>
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Summary
This PR adds support for GPU-to-GPU (device-to-device) barriers within a node in the TLE backend, enabling synchronization across multiple GPUs through the FlagCX runtime.
Also fix build tilrir backend.
Changes
Python frontend
check_and_handle_device_intra_barrier()to recognize device barriers.distributed_barrier(..., space="device", comm_ptr=...)into thetle.device_intra_barrieroperation.MLIR
Introduce a new operation:
tle.device_intra_barrierfor FlagCxOpThe operation represents an intra-node GPU-to-GPU synchronization barrier with configurable:
arrive,wait,sync)LLVM Lowering
Lower
tle.device_intra_barrierto the corresponding FlagCX runtime APIs:flagcxIntraBarrierArriveSflagcxIntraBarrierWaitSflagcxIntraBarrierSyncSThe runtime function is selected based on the requested barrier type.
Motivation
This PR introduces a dedicated IR representation for intra-node GPU-to-GPU synchronization, instead of representing it as a generic distributed barrier. It also establishes the infrastructure for future multi-GPU synchronization primitives built on the FlagCX runtime.
Example: