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

79 lines
2.4 KiB
C++

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
#pragma once
#include <wrl/implements.h>
#include "WinML_Lock.h"
// Assign a name to the object to aid with debugging.
#if defined(_DEBUG)
inline void SetName(ID3D12Object* object, LPCWSTR name) {
object->SetName(name);
}
inline void SetNameIndexed(ID3D12Object* object, LPCWSTR name, UINT index) {
WCHAR full_name[50];
if (swprintf_s(full_name, L"%s[%u]", name, index) > 0) {
object->SetName(full_name);
}
}
#else
inline void SetName(ID3D12Object*, LPCWSTR) {
}
inline void SetNameIndexed(ID3D12Object*, LPCWSTR, UINT) {
}
#endif
namespace _winml {
// Forward declaration
class D3DDeviceCache;
struct ConstantBufferCS {
UINT height;
UINT width;
};
class ImageConverter {
public:
ImageConverter() : converted_video_frame_(nullptr) {}
void ResetAllocator();
protected:
// Indices of shader resources in the descriptor heap.
enum DescriptorHeapIndex : UINT32 {
SrvBufferIdx = 0,
UavBufferIdx = SrvBufferIdx + 1,
DescriptorCount = UavBufferIdx + 1
};
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> command_list_;
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> command_allocator_;
Microsoft::WRL::ComPtr<ID3D12RootSignature> root_signature_;
Microsoft::WRL::ComPtr<ID3D12PipelineState> pipeline_state_;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> descriptor_heap_;
uint64_t fence_completion_value_ = 0;
Microsoft::WRL::ComPtr<ID3D11Texture2D> D3D11_cached_texture_;
wm::VideoFrame converted_video_frame_;
CWinMLLock lock_;
void SyncD3D11ToD3D12(_In_ _winml::D3DDeviceCache& device_cache, _In_ ID3D11Texture2D* D3D11_texture);
void SyncD3D12ToD3D11(_In_ _winml::D3DDeviceCache& device_cache, _In_ ID3D11Texture2D* texture);
void ResetCommandList(_In_ _winml::D3DDeviceCache& device_cache);
Microsoft::WRL::ComPtr<ID3D11Fence> FetchOrCreateFenceOnDevice(
_In_ _winml::D3DDeviceCache& device_cache, _In_ ID3D11Device* D3D11_device
);
Microsoft::WRL::ComPtr<ID3D11Texture2D> CreateTextureFromUnsupportedColorFormat(
const wm::IVideoFrame& video_frame,
const wgi::BitmapBounds& input_bounds,
const wgi::BitmapBounds& output_bounds,
wgdx::DirectXPixelFormat new_format
);
static void CopyTextureIntoTexture(
_In_ ID3D11Texture2D* texture_from, _In_ const wgi::BitmapBounds& input_bounds, _Inout_ ID3D11Texture2D* texture_to
);
};
} // namespace _winml