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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>
99 lines
2.4 KiB
C++
99 lines
2.4 KiB
C++
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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#pragma once
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#include "LearningModelDevice.g.h"
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namespace _winml {
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class ConverterResourceStore;
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class D3DDeviceCache;
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}
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namespace WINMLP {
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struct LearningModelDevice : LearningModelDeviceT<LearningModelDevice, IMetacommandsController, IDeviceFenceValidator> {
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public:
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LearningModelDevice() = delete;
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LearningModelDevice(
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winml::LearningModelDeviceKind const& deviceKind);
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LearningModelDevice(
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wgdx::Direct3D11::IDirect3DDevice const& device);
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LearningModelDevice(
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ID3D12CommandQueue* queue);
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~LearningModelDevice();
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wg::DisplayAdapterId
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AdapterId();
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static winml::LearningModelDevice CreateFromDirect3D11Device(
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wgdx::Direct3D11::IDirect3DDevice const& device);
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// internal:
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STDMETHOD(SetMetacommandsEnabled)
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(
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boolean enabled) final;
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// internal:
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STDMETHOD_(boolean, SharedHandleInitialized)
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();
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// internal:
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winml::LearningModelDeviceKind
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GetDeviceKind();
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bool
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MetacommandsEnabled();
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bool
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IsCpuDevice();
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const LUID&
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GetDeviceLuid();
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_winml::D3DDeviceCache*
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GetD3DDeviceCache();
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wgdx::Direct3D11::IDirect3DDevice
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Direct3D11Device();
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ID3D12Device*
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GetD3DDevice();
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ID3D12CommandQueue*
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GetDeviceQueue();
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static void
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DllUnload();
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std::shared_ptr<_winml::ConverterResourceStore>
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TensorizerStore();
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std::shared_ptr<_winml::ConverterResourceStore>
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DetensorizerStore();
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private:
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// stores the device kind that was originally chosen in the constructor
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winml::LearningModelDeviceKind m_deviceKind;
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// if the user asked us to run on the cpu, or asked us to choose and we chose cpu
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bool m_isCpuDevice;
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bool m_areMetacommandsEnabled = true;
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std::shared_ptr<_winml::ConverterResourceStore> m_detensorizerStore;
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std::once_flag m_detensorizerStoreInitialized;
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std::shared_ptr<_winml::ConverterResourceStore> m_tensorizerStore;
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std::once_flag m_tensorizerStoreInitialized;
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std::unique_ptr<_winml::D3DDeviceCache> m_deviceCache;
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};
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} // namespace WINMLP
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namespace WINML::factory_implementation {
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struct LearningModelDevice : LearningModelDeviceT<LearningModelDevice, implementation::LearningModelDevice, ILearningModelDeviceFactoryNative> {
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HRESULT __stdcall CreateFromD3D12CommandQueue(ID3D12CommandQueue* queue, IUnknown** device) noexcept final;
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};
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} // namespace WINML::factory_implementation
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