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Added embed2 which returns a table structure #1186

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20 changes: 20 additions & 0 deletions pgml-extension/src/api.rs
Original file line number Diff line number Diff line change
Expand Up @@ -558,6 +558,26 @@ pub fn embed_batch(
}
}

#[cfg(all(feature = "python", not(feature = "use_as_lib")))]
#[pg_extern(immutable, parallel_safe, name = "embed2")]
pub fn embed_batch2<'a>(
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@montanalow montanalow Nov 25, 2023

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My rough thoughts, without running the code on some examples.

I think we should name this SQL embed_3 and Rust embed_batch_3 with the goal of establishing this as the 3.0 embed API, as well as a pattern for releasing 3.0 APIs early as we developing them in an alpha state (with potentially breaking changes, where we completely drop them in 3.1 in favor of the newly established default behavior).

Your example convinces me that batch APIs should return a table, but I think that table's rows should be JSONB with {id, embedding} keys (at least), unless there is a significant performance implication on that front. My thinking is that embedding models are getting more complicated and now some take JSON rather than TEXT for inputs including a prompt. It would be nice to have an optional id in the input JSON, and if it's not present, then just return the entire input JSON as the id, which acts just like your TEXT as the key.

Final thought is that kwargs is JSONB currently, which works well with the underlying Python dependencies, but I'd like to structure it as much as possible for final 3.0. We should find a way to flag this obviously as an alpha API, that will be broken and eventually dropped when a final version is available.

transformer: &str,
inputs: Vec<&'a str>,
kwargs: default!(JsonB, "'{}'"),
) -> TableIterator<'a, (name!(text, String), name!(embedding, Vec<f32>))> {
let rows = match crate::bindings::transformers::embed(transformer, inputs.clone(), &kwargs.0) {
Ok(rows) => rows,
Err(e) => {
error!("{e}");
}
};
TableIterator::new(
inputs.into_iter().zip(rows.into_iter()).map(|(text, embedding)| {
(text.to_string(), embedding)
}),
)
}

/// Clears the GPU cache.
///
/// # Arguments
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