onnxruntime/winml/lib/Api.Image/inc/VideoFrameToTensorConverter.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

96 lines
3.7 KiB
C++

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
#pragma once
#include "ImageConverter.h"
#include "ImageConversionHelpers.h"
#include "ImageConversionTypes.h"
namespace _winml {
class VideoFrameToTensorConverter : public ImageConverter {
public:
VideoFrameToTensorConverter() : shared_handle_(nullptr) {}
// Function takes in a VideoFrame backed by either a SoftwareBitmap or D3DSurface,
// and converts to a tensor DX12 Resource.
// CommandQueue and commandlist should be a compute resource,
// commandlist will be passed in open, closed and executing when function exits
// User should pass in a BitmapBounds describing the region of interest, in the form of
// {upperleft X, upperleft Y, width, height} to be turned into a tensor.
// If the region of interest is the entire VideoFrame, the input BitmapBounds should describe the entire image.
void VideoFrameToDX12Tensor(
_In_ const UINT32 batch_index,
_In_ winml::LearningModelSession& session,
_In_ const wm::IVideoFrame& input_video_frame,
_In_ const wgi::BitmapBounds& input_bounds,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ ID3D12Resource* output_tensor
);
// Function takes in a VideoFrame backed by either a SoftwareBitmap or D3DSurface,
// and converts to a tensor returned in a buffer.
// User should pass in a BitmapBounds describing the region of interest, in the form of
// {upperleft X, upperleft Y, width, height} to be turned into a tensor.
// If the region of interest is the entire VideoFrame, the input BitmapBounds should describe the entire image.
void VideoFrameToSoftwareTensor(
_In_ const wm::IVideoFrame& input_video_frame,
_In_ const wgi::BitmapBounds& input_bounds,
_In_ const ImageTensorDescription& tensor_description,
_Out_ BYTE* output_CPU_tensor
);
void ConvertBuffersToBatchedGPUTensor(
_In_ const std::vector<wss::IBuffer>& buffers,
_In_ size_t buffer_size_in_bytes,
_In_ _winml::D3DDeviceCache& device_cache,
_Inout_ ID3D12Resource* output_resource
);
private:
GUID d3d11_texture_GUID_ = {
0x485e4bb3,
0x3fe8,
0x497b,
{0x85, 0x9e, 0xc7, 0x5, 0x18, 0xdb, 0x11, 0x2a}
}; // {485E4BB3-3FE8-497B-859E-C70518DB112A}
GUID handle_GUID_ = {
0xce43264e, 0x41f7, 0x4882, {0x9e, 0x20, 0xfa, 0xa5, 0x1e, 0x37, 0x64, 0xfc}
};
; // CE43264E-41F7-4882-9E20-FAA51E3764FC
Microsoft::WRL::ComPtr<ID3D12Resource> upload_heap_;
Microsoft::WRL::ComPtr<ID3D12Resource> input_D3D12_resource_;
HANDLE shared_handle_;
Microsoft::WRL::ComPtr<ID3D12Resource> ShareD3D11Texture(ID3D11Texture2D* pTexture, ID3D12Device* pDevice);
void ConvertSoftwareBitmapToGPUTensor(
_In_ const UINT32 batch_index,
_In_ const wm::IVideoFrame& videoFrame,
_In_ _winml::D3DDeviceCache& device_cache,
_In_ const wgi::BitmapBounds& input_bounds,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ ID3D12Resource* pOutputResource
);
void ConvertDX12TextureToGPUTensor(
_In_ const UINT32 batch_index,
_In_ ID3D12Resource* pInputResource,
_In_ _winml::D3DDeviceCache& device_cache,
_In_ const ImageTensorDescription& tensor_description,
_Inout_ ID3D12Resource* output_resource
);
static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateUAVDescription(
const UINT32 batch_index, const D3D12_RESOURCE_DESC& resource_description, const ImageTensorDescription& description
);
static void VideoFrameToTensorConverter::ConvertSoftwareBitmapToCPUTensor(
_In_ const wgi::SoftwareBitmap& software_bitmap,
_In_ const ImageTensorDescription& tensor_description,
_In_ const wgi::BitmapBounds& input_bounds,
_Inout_ void* CPU_tensor
);
};
} // namespace _winml