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* Migrate winml to Microsoft Namespace (packaging changes are pending) * add ns_prefix toggle * fix packaging * Users/sheilk/add missing raw header (#3484) * add dualapipartition * wrong variable for repo root Co-authored-by: Sheil Kumar <sheilk@microsoft.com> * remove existence check to force failures * extra paren * dualapipartition needs to be referenced from the source * add microsoft.ai.machinelearning.dll to the output dir * rename the idl file so that assembly info is correctly added into the winmd * fix namespaces * update namespaces * default to microsoft, and add namespace override as build argument * update cmakesetings.json as well * remove from cmakelists.txt Co-authored-by: Sheil Kumar <sheilk@microsoft.com> Co-authored-by: Changming Sun <chasun@microsoft.com>
136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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#include "pch.h"
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#include "LearningModelDevice.h"
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#include <D3d11_4.h>
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#include <d3d11on12.h>
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#include "D3DDeviceCache.h"
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#include "ConverterResourceStore.h"
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namespace WINMLP {
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/*static*/ void LearningModelDevice::DllUnload() {
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}
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wg::DisplayAdapterId LearningModelDevice::AdapterId() try {
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wg::DisplayAdapterId id;
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id.LowPart = m_deviceCache->GetDeviceLuid().LowPart;
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id.HighPart = m_deviceCache->GetDeviceLuid().HighPart;
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return id;
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}
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WINML_CATCH_ALL
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LearningModelDevice::LearningModelDevice(winml::LearningModelDeviceKind const& deviceKind) try : m_deviceCache(std::make_unique<_winml::D3DDeviceCache>(deviceKind)) {
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m_deviceKind = deviceKind;
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m_isCpuDevice = m_deviceKind == LearningModelDeviceKind::Cpu || m_deviceKind == LearningModelDeviceKind::Default;
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if (m_isCpuDevice) {
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assert(m_deviceCache->GetD3D12Device() == nullptr);
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}
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}
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WINML_CATCH_ALL
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LearningModelDevice::LearningModelDevice(wgdx::Direct3D11::IDirect3DDevice const& device) try : m_deviceCache(std::make_unique<_winml::D3DDeviceCache>(device)) {
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m_deviceKind = LearningModelDeviceKind::DirectX;
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m_isCpuDevice = false;
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}
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WINML_CATCH_ALL
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LearningModelDevice::LearningModelDevice(ID3D12CommandQueue* queue) try : m_deviceKind(LearningModelDeviceKind::DirectX),
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m_deviceCache(std::make_unique<_winml::D3DDeviceCache>(queue)) {
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m_isCpuDevice = false;
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}
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WINML_CATCH_ALL
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LearningModelDevice::~LearningModelDevice() {
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// needed for shared ptr destruction
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}
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winml::LearningModelDevice LearningModelDevice::CreateFromDirect3D11Device(wgdx::Direct3D11::IDirect3DDevice const& device) try {
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return make<LearningModelDevice>(device);
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}
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WINML_CATCH_ALL
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std::shared_ptr<_winml::ConverterResourceStore> LearningModelDevice::TensorizerStore() {
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std::call_once(m_tensorizerStoreInitialized, [this]() { m_tensorizerStore = _winml::ConverterResourceStore::Create(5); });
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return m_tensorizerStore;
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}
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std::shared_ptr<_winml::ConverterResourceStore> LearningModelDevice::DetensorizerStore() {
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std::call_once(m_detensorizerStoreInitialized, [this]() { m_detensorizerStore = _winml::ConverterResourceStore::Create(5); });
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return m_detensorizerStore;
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}
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winml::LearningModelDeviceKind
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LearningModelDevice::GetDeviceKind() {
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return m_deviceKind;
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}
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bool LearningModelDevice::IsCpuDevice() {
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return m_isCpuDevice;
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}
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const LUID&
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LearningModelDevice::GetDeviceLuid() {
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return m_deviceCache->GetDeviceLuid();
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}
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_winml::D3DDeviceCache*
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LearningModelDevice::GetD3DDeviceCache() {
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return m_deviceCache.get();
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}
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wgdx::Direct3D11::IDirect3DDevice
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LearningModelDevice::Direct3D11Device() try {
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return m_deviceCache->GetWinrtDevice();
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}
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WINML_CATCH_ALL
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ID3D12Device*
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LearningModelDevice::GetD3DDevice() {
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return m_deviceCache->GetD3D12Device();
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}
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ID3D12CommandQueue*
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LearningModelDevice::GetDeviceQueue() {
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return m_deviceCache->GetCommandQueue();
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}
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STDMETHODIMP
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LearningModelDevice::SetMetacommandsEnabled(boolean enabled) {
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m_areMetacommandsEnabled = enabled;
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return S_OK;
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}
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bool LearningModelDevice::MetacommandsEnabled() {
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return m_areMetacommandsEnabled;
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}
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STDMETHODIMP_(boolean)
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LearningModelDevice::SharedHandleInitialized() {
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return m_deviceCache->SharedHandleInitialized();
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}
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} // namespace WINMLP
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namespace WINML::factory_implementation {
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// copied from cppwinrt magic to create abi wrappers. Need to do it this way
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// since peeps underneath (like the constructor) will throw
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HRESULT __stdcall LearningModelDevice::CreateFromD3D12CommandQueue(
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ID3D12CommandQueue* queue,
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IUnknown** device) noexcept {
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try {
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WINML_THROW_HR_IF_NULL_MSG(E_INVALIDARG, queue, "Failed to create LearningModelDevice. Ivalid argument queue.");
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WINML_THROW_HR_IF_NULL_MSG(E_INVALIDARG, device, "Failed to create LearningModelDevice. Ivalid argument device.");
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auto machineLearningDevice = make<implementation::LearningModelDevice>(queue);
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*device = machineLearningDevice.as<IUnknown>().detach();
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return S_OK;
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}
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WINML_CATCH_ALL_COM
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}
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} // namespace WINML::factory_implementation
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