1. Introduction

1.1. Overview

The Compute Sanitizer API enables the creation of sanitizing and tracing tools that target CUDA applications. Examples of such tools are memory and race condition checkers. The Compute Sanitizer API is composed of three APIs: the callback API, the patching API and the memory API. It is delivered as a dynamic library on supported platforms.

2. Usage

2.1. Compatibility and Requirements

The Compute Sanitizer API requires CUDA 10.1 or newer. Compute Sanitizer API calls will fail with SANITIZER_ERROR_NOT_INITIALIZED if the CUDA driver version is not compatible with the Compute Sanitizer version.

2.2. Callback API

The Compute Sanitizer Callback API allows you to register a callback into user code. The callback is invoked when the application calls a CUDA runtime or driver function, or when certain events occur in the CUDA driver. The following terminology is used by the Callback API.

  • Callback domain: Callbacks are grouped into domains to make it easier to associate callback functions with groups of related CUDA functions or events. The following callback domains are defined by Sanitizer_CallbackDomain.

    1. CUDA driver functions
    2. CUDA runtime functions
    3. CUDA resource tracking
    4. CUDA synchronization notification
    5. CUDA grid launches
    6. CUDA memcpy operations
    7. CUDA memset operations
    8. CUDA batch memory operations
  • Callback ID: Each callback is given a unique ID within the corresponding callback domain in order to identify it within the callback function. The CUDA driver API IDs are defined in sanitizer_driver_cbid.h and the CUDA runtime API IDs are defined in sanitizer_runtime_cbid.h. Other callback IDs are defined in sanitizer_callbacks.h. All of these headers are included as part of sanitizer.h.

  • Callback Function: The callback function must be of the type Sanitizer_CallbackFunc. This function type has two arguments that specify the callback: the domain and the ID that identifies why the callback is occurring. The type also has a cbdata argument that is used to pass data specific to the callback.

  • Subscriber: A subscriber is used to associate each of the callback functions with one or more CUDA API functions. There can be at most one subscriber initialized with sanitizerSubscribe at any time. Before initializing a new subscriber, the existing one must be finalized with sanitizerUnsubscribe .

Each callback domain is described in detail below. Unless explicitly stated, it is not supported to call any CUDA runtime or driver API from within a callback function. Doing so may cause the application to hang. However, it is supported to call Compute Sanitizer Memory APIs from within callback functions.

2.2.1. Driver and Runtime API Callbacks

Using the Callback API with the SANITIZER_CB_DOMAIN_DRIVER_API or SANITIZER_CB_DOMAIN_RUNTIME_API domains, a callback function can be associated with one or more CUDA API functions. When those CUDA functions are called in the application, the callback function is invoked as well. For these domains, the cbdata argument to the callback function will be of the type Sanitizer_CallbackData.

You can call cudaThreadSynchronize, cudaDeviceSynchronize, cudaStreamSynchronize, cuCtxSynchronize and cuStreamSynchronize from within a driver or runtime API callback function.

The following code shows a typical sequence used to associate a callback function with one or more CUDA API functions. For simplicity, error checking code was removed.

Sanitizer_SubscriberHandle handle;
MyDataStruct *my_data = ...;
...
sanitizerSubscribe(&handle, my_callback, my_data);
sanitizerEnableDomain(1, handle, SANITIZER_CB_DOMAIN_RUNTIME_API);
        

First, sanitizerSubscribe is used to initialize a subscriber with the my_callback callback function. Next, sanitizerEnableDomain is used to associate that callback with all the CUDA runtime functions. Using this code sequence will cause my_callback to be called twice each time any of the CUDA runtime API functions are invoked, once on entry to the CUDA function and once just before the CUDA function exits. Compute Sanitizer callback API functions sanitizerEnableCallback and sanitizerEnableAllDomains can also be used to associate CUDA API functions with a callback.

The following code shows a typical callback function.

void SANITIZERAPI
my_callback(void *userdata,
            Sanitizer_CallbackDomain domain,
            Sanitizer_CallbackId cbid,
            const void *cbdata)
{
    const Sanitizer_CallbackData *cbInfo = (Sanitizer_CallbackData *)cbdata;
    MyDataStruct *my_data = (MyDataStruct *)userdata;

    if ((domain == SANITIZER_CB_DOMAIN_RUNTIME_API) &&
        (cbid == SANITIZER_RUNTIME_TRACE_CBID_cudaMemcpy_v3020) &&
        (cbInfo->callbackSite == SANITIZER_API_ENTER))
    {
        cudaMemcpy_v3020_params *funcParams = (cudaMemcpy_v3020_params *)(cbInfo->functionParams);
        size_t count = funcParams->count;
        enum cudaMemcpyKind kind = funcParams->kind
        ...
    }
    ...
}
        

In the callback function, Sanitizer_CallbackDomain and Sanitizer_CallbackId parameters can be used to determine which CUDA API function invocation is triggering this callback. In the example above, we are checking for the CUDA runtime cudaMemcpy function. The cbdata parameter holds a structure of useful information that can be used within the callback. In this case, we use the callbackSite member of the structure to detect that the callback is occurring on entry to cudaMemcpy, and we use the functionParams member to access the parameters to cudaMemcpy. To access the parameters, we first cast functionParams to a structure type corresponding to the cudaMemcpy function. These parameter structures are contained in generated_cuda_runtime_api_meta.h, generated_cuda_meta.h and a number of other files.

2.2.2. Resource Callbacks

Using the Callback API with the SANITIZER_CB_DOMAIN_RESOURCE domain, a callback function can be associated with some CUDA resource creation and destruction events. For example, when a CUDA context is created, the callback function is invoked with a callback ID equal to SANITIZER_CBID_RESOURCE_CONTEXT_CREATED. For this domain, the cbdata argument is one of the following types:
  • Sanitizer_ResourceContextData for CUDA context creation and destruction
  • Sanitizer_ResourceStreamData for CUDA stream creation and destruction
  • Sanitizer_ResourceModuleData for CUDA module load and unload
  • Sanitizer_ResourceMemoryData for CUDA memory allocation and de-allocation

2.2.3. Synchronization Callbacks

Using the Callback API with the SANITIZER_CB_DOMAIN_SYNCHRONIZE domain, a callback function can be associated with CUDA context and stream synchronizations. For example, when a CUDA context is synchronized, the callback function is invoked with a callback ID equal to SANITIZER_CBID_SYNCHRONIZE_CONTEXT_SYNCHRONIZED. For this domain, the cbdata argument is of the type Sanitizer_SynchronizeData.

2.2.4. Launch Callbacks

Using the Callback API with the SANITIZER_CB_DOMAIN_LAUNCH domain, a callback function can be associated with CUDA kernel launches. For example, when a CUDA kernel launch has started, the callback function is invoked with a callback ID equal to SANITIZER_CBID_LAUNCH_BEGIN. For this domain, the cbdata argument is of the type Sanitizer_LaunchData.

2.2.5. Memcpy Callbacks

Using the Callback API with the SANITIZER_CB_DOMAIN_MEMCPY domain, a callback function can be associated with CUDA memcpy operations. For example, when a cudaMemcpy API function is called, the callback function is invoked with a callback ID equal to SANITIZER_CBID_MEMCPY_STARTING. For this domain, the cbdata argument is of the type Sanitizer_MemcpyData.

2.2.6. Memset Callbacks

Using the Callback API with the SANITIZER_CB_DOMAIN_MEMSET domain, a callback function can be associated with CUDA memset operations. For example, when a cudaMemset API function is called, the callback function is invoked with a callback ID equal to SANITIZER_CBID_MEMSET_STARTING. For this domain, the cbdata argument is of the type Sanitizer_MemsetData.

2.2.7. Batch Memory Operations Callbacks

Using the Callback API with the SANITIZER_CB_DOMAIN_BATCH_MEMOP domain, a callback function can be associated with CUDA batch memory operations. For example, when a cuStreamWriteValue API function is called, the callback function is invoked with a callback ID equal to SANITIZER_CBID_BATCH_MEMOP_WRITE. For this domain, the cbdata argument is of the type Sanitizer_BatchMemopData.

2.3. Patching API

The Compute Sanitizer Patching API allows you to load patch functions and insert them into user code. Patch functions will be invoked when the application's CUDA code executes certain instructions or calls certain CUDA device functions. The following terminology is used by the Patching API:

  • Instruction ID: Each patchable event is given a unique ID than can be passed to patching API functions to specify that these events should be patched. Instruction IDs are defined by Sanitizer_InstructionId.
  • Instrumentation point: A location in the original CUDA code that is being instrumented by the Compute Sanitizer API. Upon execution, the user code path is modified so that a patch gets executed either before or after the patched event. All patches are executed prior to the event, with the exception of device-side malloc.
  • Patch: A CUDA __device__ function that the Compute Sanitizer will insert into another existing CUDA code. Patch function signatures must match the one expected by the API (see below for the expected signature types).

2.3.1. Writing a Patch

The patch must follow the function signature required by the Compute Sanitizer API for a given instruction ID. The mapping of instruction ID to function signature is documented in the comments of Sanitizer_InstructionId in sanitizer_patching.h For instance, if we wish to patch a memory access using the instruction ID SANITIZER_INSTRUCTION_MEMORY_ACCESS, we need to use the SanitizerCallbackMemoryAccess type.

extern "C" __device__
SanitizerPatchResult SANITIZERAPI my_memory_access_callback(
    void* userdata,
    uint64_t pc,
    void* ptr,
    uint32_t accessSize,
    uint32_t flags)
{
    MyDeviceDataStruct *my_data = (MyDeviceDataStruct *)userdata

    if ((flags & SANITIZER_MEMORY_DEVICE_FLAG_WRITE) != 0)
        // log write
    else
        // log read

    return SANITIZER_PATCH_SUCCESS;
}
        

In this patch, we log write and read accesses to a structure we allocated previously. extern "C" ensures that the patch name will not be mangled, allowing us to use its name as a string directly in calls to sanitizerPatchInstructions (see below).

There can be multiple patches defined in a single CUDA file. This file must then be compiled using the following nvcc options:

$ nvcc --cubin --keep-device-functions -Xptxas --compile-as-tools-patch MySanitizerPatches.cu -o MySanitizerPatches.cubin
        

The --cubin option can be replaced by --fatbin if a fatbin is preferred over a cubin as the output file.

2.3.2. Insert a Patch

Once the patch has been generated, it can be inserted into user code by using the following procedure:

  1. Load the patch. There are two APIs used to load the patch: sanitizerAddPatchesFromFile and sanitizerAddPatches. They use the same input format as cuModuleLoad and cuModuleLoadData, respectively.
  2. Select which instructions to patch by using the sanitizerPatchInstructions API.
  3. Patch user code by using the sanitizerPatchModule API.
  4. Optionally, set the callback data for patches by using the sanitizerSetCallbackData API.

The following code shows a typical sequence using these APIs. For simplicity, error checking was removed.

CUcontext ctx = ... // current CUDA context
sanitizerAddPatchesFromFile("MySanitizerPatches.cubin", ctx);

CUmodule module = ... // module containing the user code
sanitizerPatchInstructions(SANITIZER_INSTRUCTION_MEMORY_ACCESS, module, "my_memory_access_callback");

sanitizerPatchModule(module);

MyDeviceDataTracker *deviceDataTracker;
cudaMalloc(&deviceDataTracker, sizeof(*deviceDataTracker));
sanitizerSetCallbackData(0 /* NULL stream */, deviceDataTracker);
        

All subsequent launches using code from this CUDA module will be instrumented and my_memory_access_callback will be invoked before every memory access. Instrumentation can be removed by using the sanitizerUnpatchModule API.

2.4. Memory API

The Compute Sanitizer Memory API provides replacement functions for the CUDA Memory API that can be safely called from within Compute Sanitizer callbacks.

  • sanitizerAlloc is a replacement for cudaMalloc.
  • sanitizerFree is a replacement for cudaFree.
  • sanitizerMemcpyHostToDeviceAsync is a replacement for cudaMemcpyAsync for host-to-device copies.
  • sanitizerMemcpyDeviceToHost is a replacement for cudaMemcpy for device-to-host copies.
  • sanitizerMemset is a replacement for cudaMemset.

These functions can also be called in normal user code, where they can be mixed with the CUDA API. For instance, memory allocated with sanitizerAlloc can be freed with cudaFree. However, since only CUDA API calls will cause callbacks to be invoked, this can lead to an incoherent tracking state and should be avoided.

3. Limitations

No known issues at this time.

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8.2 Termination and Effect of Expiration or Termination. NVIDIA may terminate the AGREEMENT in whole or in part: (i) if you breach any term of the AGREEMENT and fail to cure such breach within thirty (30) days following notice thereof from NVIDIA (or immediately if you violate NVIDIA's Intellectual Property Rights); (ii) if you become the subject of a voluntary or involuntary petition in bankruptcy or any proceeding relating to insolvency, receivership, liquidation or composition for the benefit of creditors, if that petition or proceeding is not dismissed with prejudice within sixty (60) days after filing, or if you cease to do business; or (iii) if you commence or participate in any legal proceeding against NVIDIA, with respect to the Licensed Software that is the subject of the proceeding during the pendency of such legal proceeding. If you or your authorized NVIDIA reseller fail to pay license fees or service fees when due then NVIDIA may, in its sole discretion, suspend or terminate your license grants, services and any other rights provided under the AGREEMENT for the affected Licensed Software, in addition to any other remedies NVIDIA may have at law or equity. Upon any expiration or termination of the AGREEMENT, a license or a service provided hereunder, (a) any amounts owed to NVIDIA become immediately due and payable, (b) you must promptly discontinue use of the affected Licensed Software and/or service, and (c) you must promptly destroy or return to NVIDIA all copies of the affected Licensed Software and all portions thereof in your possession or control, and each party will promptly destroy or return to the other all of the other party's Confidential Information within its possession or control. Upon written request, you will certify in writing that you have complied with your obligations under this section. Upon expiration or termination of the AGREEMENT all provisions survive except for the license grant provisions.

9. CONSENT TO COLLECTION AND USE OF INFORMATION.

You hereby agree and acknowledge that the Software may access and collect data about your Enterprise computer systems as well as configures the systems in order to (a) properly optimize such systems for use with the Software, (b) deliver content through the Software, (c) improve NVIDIA products and services, and (d) deliver marketing communications. Data collected by the Software includes, but is not limited to, system (i) hardware configuration and ID, (ii) operating system and driver configuration, (iii) installed applications, (iv) applications settings, performance, and usage data, and (iv) usage metrics of the Software. To the extent that you use the Software, you hereby consent to all of the foregoing, and represent and warrant that you have the right to grant such consent. In addition, you agree that you are solely responsible for maintaining appropriate data backups and system restore points for your Enterprise systems, and that NVIDIA will have no responsibility for any damage or loss to such systems (including loss of data or access) arising from or relating to (a) any changes to the configuration, application settings, environment variables, registry, drivers, BIOS, or other attributes of the systems (or any part of such systems) initiated through the Software; or b) installation of any Software or third party software patches initiated through the Software. In certain systems you may change your system update preferences by unchecking "Automatically check for updates" in the "Preferences" tab of the control panel for the Software.

In connection with the receipt of the Licensed Software or services you may receive access to links to third party websites and services and the availability of those links does not imply any endorsement by NVIDIA. NVIDIA encourages you to review the privacy statements on those sites and services that you choose to visit so that you can understand how they may collect, use and share personal information of individuals. NVIDIA is not responsible or liable for: (i) the availability or accuracy of such links; or (ii) the products, services or information available on or through such links; or (iii) the privacy statements or practices of sites and services controlled by other companies or organizations.

To the extent that you or members of your Enterprise provide to NVIDIA during registration or otherwise personal data, you acknowledge that such information will be collected, used and disclosed by NVIDIA in accordance with NVIDIA's privacy policy, available at URL http://www.nvidia.com/object/privacy_policy.html.

10. GENERAL.

This SLA, any Supplements incorporated hereto, and Orders constitute the entire agreement of the parties with respect to the subject matter hereto and supersede all prior negotiations, conversations, or discussions between the parties relating to the subject matter hereto, oral or written, and all past dealings or industry custom. Any additional and/or conflicting terms and conditions on purchase order(s) or any other documents issued by you are null, void, and invalid. Any amendment or waiver under the AGREEMENT must be in writing and signed by representatives of both parties.

The AGREEMENT and the rights and obligations thereunder may not be assigned by you, in whole or in part, including by merger, consolidation, dissolution, operation of law, or any other manner, without written consent of NVIDIA, and any purported assignment in violation of this provision shall be void and of no effect. NVIDIA may assign, delegate or transfer the AGREEMENT and its rights and obligations hereunder, and if to a non-Affiliate you will be notified.

Each party acknowledges and agrees that the other is an independent contractor in the performance of the AGREEMENT, and each party is solely responsible for all of its employees, agents, contractors, and labor costs and expenses arising in connection therewith. The parties are not partners, joint ventures or otherwise affiliated, and neither has any authority to make any statements, representations or commitments of any kind to bind the other party without prior written consent.

Neither party will be responsible for any failure or delay in its performance under the AGREEMENT (except for any payment obligations) to the extent due to causes beyond its reasonable control for so long as such force majeure event continues in effect.

The AGREEMENT will be governed by and construed under the laws of the State of Delaware and the United States without regard to the conflicts of law provisions thereof and without regard to the United Nations Convention on Contracts for the International Sale of Goods. The parties consent to the personal jurisdiction of the federal and state courts located in Santa Clara County, California. You acknowledge and agree that a breach of any of your promises or agreements contained in the AGREEMENT may result in irreparable and continuing injury to NVIDIA for which monetary damages may not be an adequate remedy and therefore NVIDIA is entitled to seek injunctive relief as well as such other and further relief as may be appropriate. If any court of competent jurisdiction determines that any provision of the AGREEMENT is illegal, invalid or unenforceable, the remaining provisions will remain in full force and effect. Unless otherwise specified, remedies are cumulative.

The Licensed Software has been developed entirely at private expense and is "commercial items" consisting of "commercial computer software" and "commercial computer software documentation" provided with RESTRICTED RIGHTS. Use, duplication or disclosure by the U.S. Government or a U.S. Government subcontractor is subject to the restrictions set forth in the AGREEMENT pursuant to DFARS 227.7202-3(a) or as set forth in subparagraphs (c)(1) and (2) of the Commercial Computer Software - Restricted Rights clause at FAR 52.227-19, as applicable. Contractor/manufacturer is NVIDIA, 2788 San Tomas Expressway, Santa Clara, CA 95051.

You acknowledge that the Licensed Software described under the AGREEMENT is subject to export control under the U.S. Export Administration Regulations (EAR) and economic sanctions regulations administered by the U.S. Department of Treasury's Office of Foreign Assets Control (OFAC). Therefore, you may not export, reexport or transfer in-country the Licensed Software without first obtaining any license or other approval that may be required by BIS and/or OFAC. You are responsible for any violation of the U.S. or other applicable export control or economic sanctions laws, regulations and requirements related to the Licensed Software. By accepting this SLA, you confirm that you are not a resident or citizen of any country currently embargoed by the U.S. and that you are not otherwise prohibited from receiving the Licensed Software.

Any notice delivered by NVIDIA to you under the AGREEMENT will be delivered via mail, email or fax. Please direct your legal notices or other correspondence to NVIDIA Corporation, 2788 San Tomas Expressway, Santa Clara, California 95051, United States of America, Attention: Legal Department.

GLOSSARY OF TERMS

Certain capitalized terms, if not otherwise defined elsewhere in this SLA, shall have the meanings set forth below:

a. "Affiliate" means any legal entity that Owns, is Owned by, or is commonly Owned with a party. "Own" means having more than 50% ownership or the right to direct the management of the entity.

b. "AGREEMENT" means this SLA and all associated Supplements entered by the parties referencing this SLA.

c. "Authorized Users" means your Enterprise individual employees and any of your Enterprise's Contractors, subject to the terms of the "Enterprise and Contractors Usage" section.

d. "Confidential Information" means the Licensed Software (unless made publicly available by NVIDIA without confidentiality obligations), and any NVIDIA business, marketing, pricing, research and development, know-how, technical, scientific, financial status, proposed new products or other information disclosed by NVIDIA to you which, at the time of disclosure, is designated in writing as confidential or proprietary (or like written designation), or orally identified as confidential or proprietary or is otherwise reasonably identifiable by parties exercising reasonable business judgment, as confidential. Confidential Information does not and will not include information that: (i) is or becomes generally known to the public through no fault of or breach of the AGREEMENT by the receiving party; (ii) is rightfully known by the receiving party at the time of disclosure without an obligation of confidentiality; (iii) is independently developed by the receiving party without use of the disclosing party's Confidential Information; or (iv) is rightfully obtained by the receiving party from a third party without restriction on use or disclosure.

e. "Contractor" means an individual who works primarily for your Enterprise on a contractor basis from your secure network.

f. "Documentation" means the NVIDIA documentation made available for use with the Software, including (without limitation) user manuals, datasheets, operations instructions, installation guides, release notes and other materials provided to you under the AGREEMENT.

g. "Enterprise" means you or any company or legal entity for which you accepted the terms of this SLA, and their subsidiaries of which your company or legal entity owns more than fifty percent (50%) of the issued and outstanding equity.

h. "Excluded License" includes, without limitation, a software license that requires as a condition of use, modification, and/or distribution that software be (i) disclosed or distributed in source code form; (ii) licensed for the purpose of making derivative works; or (iii) redistributable at no charge.

i. "Feedback" means any and all suggestions, feature requests, comments or other feedback regarding the Licensed Software, including possible enhancements or modifications thereto.

j. "Intellectual Property Rights" means all patent, copyright, trademark, trade secret, trade dress, trade names, utility models, mask work, moral rights, rights of attribution or integrity service marks, master recording and music publishing rights, performance rights, author's rights, database rights, registered design rights and any applications for the protection or registration of these rights, or other intellectual or industrial property rights or proprietary rights, howsoever arising and in whatever media, whether now known or hereafter devised, whether or not registered, (including all claims and causes of action for infringement, misappropriation or violation and all rights in any registrations and renewals), worldwide and whether existing now or in the future.

k. "Licensed Software" means Software, Documentation and all modifications owned by NVIDIA.

l. "Order" means a purchase order issued by you, a signed purchase agreement with you, or other ordering document issued by you to NVIDIA or a NVIDIA authorized reseller (including any on-line acceptance process) that references and incorporates the AGREEMENT and is accepted by NVIDIA.

m. "Software" means the NVIDIA software programs licensed to you under the AGREEMENT including, without limitation, libraries, sample code, utility programs and programming code.

n. "Supplement" means the additional terms and conditions beyond those stated in this SLA that apply to certain Licensed Software licensed hereunder.

MICROSOFT DETOURS

Microsoft Detours is used under the Professional license ( http://research.microsoft.com/en-us/projects/detours/).

NVIDIA agrees to include in all copies of the NVIDIA Applications a proprietary rights notice that includes a reference to Microsoft software being included in such applications. NVIDIA shall not remove or obscure, but shall retain in the Software, any copyright, trademark, or patent notices that appear in the Software.

BREAKPAD

Copyright 2006, Google Inc. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
  • Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
  • Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
  • Neither the name of Google Inc. nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

PROTOBUF

Copyright 2014, Google Inc. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
  • Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
  • Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
  • Neither the name of Google Inc. nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

Code generated by the Protocol Buffer compiler is owned by the owner of the input file used when generating it. This code is not standalone and requires a support library to be linked with it. This support library is itself covered by the above license.

Notices

Notice

ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, "MATERIALS") ARE BEING PROVIDED "AS IS." NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.

Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication of otherwise under any patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all other information previously supplied. NVIDIA Corporation products are not authorized as critical components in life support devices or systems without express written approval of NVIDIA Corporation.

Trademarks

NVIDIA and the NVIDIA logo are trademarks or registered trademarks of NVIDIA Corporation in the U.S. and other countries. Other company and product names may be trademarks of the respective companies with which they are associated.