onnxruntime/winml/lib/Api.Image/inc/TensorToVideoFrameConverter.h
Justin Chu eeef157888
Format c++ code under winml/ (#16660)
winml/ was previously excluded from lintrunner config. This change
includes the directory and adds the clang-format config file specific to
winml/ that fits existing style.

---------

Signed-off-by: Justin Chu <justinchu@microsoft.com>
2023-07-25 21:56:50 -07:00

97 lines
3.3 KiB
C++

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
#pragma once
#include "ImageConverter.h"
#include "ImageConversionTypes.h"
namespace _winml {
class TensorToVideoFrameConverter : public ImageConverter {
public:
TensorToVideoFrameConverter() : shared_handle_(nullptr) {}
// Function takes in a tensor DX12 Resource all compute ops should be completed
// converts it to a VideoFrame backed by either a SoftwareBitmap or D3DSurface
void DX12TensorToVideoFrame(
_In_ UINT32 batch_index,
_In_ winml::LearningModelSession& session,
_In_ ID3D12Resource* input_tensor,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ wm::VideoFrame& destination_video_frame
);
// Function takes in a byte pointer to a CPUTensor
// converts it to VideoFrame backed by either a SoftwareBitmap or D3DSurface,
void SoftwareTensorToVideoFrame(
_In_ winml::LearningModelSession& session,
_In_ BYTE* CPU_tensor_to_convert,
_In_ ImageTensorDescription tensor_description,
_Inout_ wm::VideoFrame& destination_video_frame
);
void ConvertBatchedDX12TensorToBuffers(
_In_ ID3D12Resource* input_tensor,
_In_ size_t buffer_size_in_bytes,
_In_ _winml::D3DDeviceCache& device_cache,
_Inout_ const std::vector<wss::IBuffer>& buffers
);
private:
GUID _d3d11TextureGUID = {
0x14bf1054,
0x6ce7,
0x4c00,
{0xa1, 0x32, 0xb0, 0xf2, 0x11, 0x5D, 0xE0, 0x7f}
}; // {14BF1054-6CE7-4C00-A132-B0F2115DE07F}
GUID _handleGUID = {
0x700148fc, 0xc0cb, 0x4a7e, {0xa7, 0xc0, 0xe7, 0x43, 0xc1, 0x9, 0x9d, 0x62}
};
; // {700148FC-C0CB-4A7E-A7C0-E743C1099D62}
Microsoft::WRL::ComPtr<ID3D12Resource> readback_heap_;
Microsoft::WRL::ComPtr<ID3D12Resource> output_resource_;
Microsoft::WRL::ComPtr<ID3D12Resource> UAV_resource_;
HANDLE shared_handle_;
Microsoft::WRL::ComPtr<ID3D11Texture2D> ShareD3D12Texture(ID3D12Resource* pResource, ID3D11Device* pDevice);
void ConvertGPUTensorToSoftwareBitmap(
_In_ UINT32 batch_index,
_In_ ID3D12Resource* input_tensor,
_In_ _winml::D3DDeviceCache& device_cache,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ wgi::SoftwareBitmap& software_bitmap
);
void ConvertGPUTensorToDX12Texture(
_In_ UINT32 batch_index,
_In_ ID3D12Resource* input_resource,
_In_ _winml::D3DDeviceCache& device_cache,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ ID3D12Resource* output_resource
);
void ConvertDX12TensorToUnsupportedVideoFrameFormat(
_In_ UINT32 batch_index,
_In_ ID3D12Resource* input_tensor,
_In_ _winml::D3DDeviceCache& device_cache,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ wm::VideoFrame& unsupported_video_frame
);
static D3D12_SHADER_RESOURCE_VIEW_DESC TensorToVideoFrameConverter::CreateSRVDescriptor(
const UINT32 batch_index, const D3D12_RESOURCE_DESC& resource_description, const ImageTensorDescription& description
);
static void ConvertCPUTensorToSoftwareBitmap(
_In_ void* CPU_tensor,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ wgi::SoftwareBitmap& software_bitmap
);
static Microsoft::WRL::ComPtr<ID3D12Resource> CreateShareableD3D12Texture(
const D3D11_TEXTURE2D_DESC& d3d11Desc, ID3D12Device* d3d12Device
);
};
} // namespace _winml