onnxruntime/winml/lib/Api.Image/DeviceHelpers.cpp
Tiago Koji Castro Shibata 62c0d24340
Fix Windows Store build (#8753)
* Remove APIs unavailable in Store in #8349, #8178, #8065

* Add UWP stubs of C runtime functions

* Remove UWP incompatible tests from UWP build

* Remove incompatible tests from Store

* Use UWP stubs in store only

* Skip partition check outside of Windows

* Remove unused WRL include

* Workaround Windows header not including what it uses

* Fix precompiled header name clash

* Workaround SDK bugs

* DXCore workaround in Win7

* Fix warning

* Fix more warnings

* Bump WinML to target Windows 8

* Fix more warnings

* Remove unnecessary workarounds

* Remove Desktop only APIs from DML adapter
2021-08-23 11:19:03 -07:00

158 lines
6.2 KiB
C++

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
#include "lib/Api.Image/pch.h"
#if USE_DML
#include <DirectML.h>
#endif USE_DML
#include <d3d11on12.h>
#include <wil/winrt.h>
#include "inc/DeviceHelpers.h"
#include "CommonDeviceHelpers.h"
#include "LearningModelDevice.h"
HRESULT IsWarpAdapter(IDXGIAdapter1* pAdapter, bool* isWarpAdapter) {
DXGI_ADAPTER_DESC1 pDesc;
RETURN_IF_FAILED(pAdapter->GetDesc1(&pDesc));
// see here for documentation on filtering WARP adapter:
// https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/d3d10-graphics-programming-guide-dxgi#new-info-about-enumerating-adapters-for-windows-8
auto isBasicRenderDriverVendorId = pDesc.VendorId == 0x1414;
auto isBasicRenderDriverDeviceId = pDesc.DeviceId == 0x8c;
auto isSoftwareAdapter = pDesc.Flags == DXGI_ADAPTER_FLAG_SOFTWARE;
*isWarpAdapter = isSoftwareAdapter || (isBasicRenderDriverVendorId && isBasicRenderDriverDeviceId);
return S_OK;
}
HRESULT _winml::GetDXGIHardwareAdapterWithPreference(DXGI_GPU_PREFERENCE preference, _COM_Outptr_ IDXGIAdapter1** ppAdapter) {
winrt::com_ptr<IDXGIAdapter1> spAdapter;
UINT i = 0;
// Avoids using EnumAdapterByGpuPreference for standard GPU path to enable downlevel to RS3
if (preference == DXGI_GPU_PREFERENCE::DXGI_GPU_PREFERENCE_UNSPECIFIED) {
winrt::com_ptr<IDXGIFactory1> spFactory;
RETURN_IF_FAILED(CreateDXGIFactory1(IID_PPV_ARGS(spFactory.put())));
while (spFactory->EnumAdapters1(i, spAdapter.put()) != DXGI_ERROR_NOT_FOUND) {
bool isWarpAdapter = false;
RETURN_IF_FAILED(IsWarpAdapter(spAdapter.get(), &isWarpAdapter));
if (!isWarpAdapter) {
spAdapter.copy_to(ppAdapter);
return S_OK;
}
spAdapter = nullptr;
++i;
}
}
else {
winrt::com_ptr<IDXGIFactory6> spFactory;
RETURN_IF_FAILED(CreateDXGIFactory1(IID_PPV_ARGS(spFactory.put())));
while (spFactory->EnumAdapterByGpuPreference(i, preference, IID_PPV_ARGS(spAdapter.put())) != DXGI_ERROR_NOT_FOUND) {
bool isWarpAdapter = false;
RETURN_IF_FAILED(IsWarpAdapter(spAdapter.get(), &isWarpAdapter));
if (!isWarpAdapter) {
spAdapter.copy_to(ppAdapter);
return S_OK;
}
spAdapter = nullptr;
++i;
}
}
return HRESULT_FROM_WIN32(ERROR_NOT_FOUND);
}
#ifdef ENABLE_DXCORE
// Return the first adapter that matches the preference:
// DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE => DXCoreAdapterProperty::IsDetachable
// DXGI_GPU_PREFERENCE_MINIMUM_POWER => DXCoreAdapterProperty::IsIntegrated
HRESULT _winml::GetDXCoreHardwareAdapterWithPreference(DXGI_GPU_PREFERENCE preference, _COM_Outptr_ IDXCoreAdapter** ppAdapter) {
winrt::com_ptr<IDXCoreAdapterFactory> spFactory;
RETURN_IF_FAILED(DXCoreCreateAdapterFactory(IID_PPV_ARGS(spFactory.put())));
winrt::com_ptr<IDXCoreAdapterList> spAdapterList;
const GUID gpuFilter[] = {DXCORE_ADAPTER_ATTRIBUTE_D3D12_GRAPHICS};
RETURN_IF_FAILED(spFactory->CreateAdapterList(1, gpuFilter, IID_PPV_ARGS(spAdapterList.put())));
winrt::com_ptr<IDXCoreAdapter> firstHardwareAdapter;
bool firstHardwareAdapterFound = false;
// select first hardware adapter with given preference
for (uint32_t i = 0; i < spAdapterList->GetAdapterCount(); i++) {
winrt::com_ptr<IDXCoreAdapter> spCurrAdapter;
RETURN_IF_FAILED(spAdapterList->GetAdapter(i, IID_PPV_ARGS(spCurrAdapter.put())));
bool isHardware;
RETURN_IF_FAILED(spCurrAdapter->GetProperty(DXCoreAdapterProperty::IsHardware, &isHardware));
if (isHardware) {
if (preference == DXGI_GPU_PREFERENCE_UNSPECIFIED) {
spCurrAdapter.copy_to(ppAdapter);
return S_OK;
}
if (!firstHardwareAdapterFound) {
spCurrAdapter.copy_to(firstHardwareAdapter.put());
firstHardwareAdapterFound = true;
}
if (preference == DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE) {
bool isDetached;
RETURN_IF_FAILED(spCurrAdapter->GetProperty(DXCoreAdapterProperty::IsDetachable, &isDetached));
if (isDetached) {
spCurrAdapter.copy_to(ppAdapter);
return S_OK;
}
} else if (preference == DXGI_GPU_PREFERENCE_MINIMUM_POWER) {
bool isIntegrated;
RETURN_IF_FAILED(spCurrAdapter->GetProperty(DXCoreAdapterProperty::IsIntegrated, &isIntegrated));
if (isIntegrated) {
spCurrAdapter.copy_to(ppAdapter);
return S_OK;
}
}
}
}
// If a preference match wasn't found, return the first hardware adapter in the list
RETURN_HR_IF(HRESULT_FROM_WIN32(ERROR_NOT_FOUND), !firstHardwareAdapterFound);
firstHardwareAdapter.copy_to(ppAdapter);
return S_OK;
}
#endif
HRESULT _winml::CreateD3D11On12Device(ID3D12Device* device12, ID3D11Device** device11) {
return CommonDeviceHelpers::RunDelayLoadedApi(
D3D11On12CreateDevice,
device12, // pointer to d3d12 device
D3D11_CREATE_DEVICE_BGRA_SUPPORT, // required in order to interop with Direct2D
nullptr, // feature level (defaults to d3d12)
0, // size of feature levels in bytes
nullptr, // an array of unique command queues for D3D11On12 to use
0, // size of the command queue array
0, // D3D12 device node to use
device11, // d3d11 device out param
nullptr, // pointer to d3d11 device context (unused)
nullptr); // pointer to the returned feature level (unused)
}
HRESULT _winml::GetGPUPreference(winml::LearningModelDeviceKind deviceKind, DXGI_GPU_PREFERENCE* preference) noexcept {
switch (deviceKind) {
case winml::LearningModelDeviceKind::DirectX: {
*preference = DXGI_GPU_PREFERENCE_UNSPECIFIED;
return S_OK;
}
case winml::LearningModelDeviceKind::DirectXHighPerformance: {
*preference = DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE;
return S_OK;
}
case winml::LearningModelDeviceKind::DirectXMinPower: {
*preference = DXGI_GPU_PREFERENCE_MINIMUM_POWER;
return S_OK;
}
default:
// this should never be reached
return E_INVALIDARG;
}
}