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