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pch.h
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pch.h
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//--------------------------------------------------------------------------------------
// pch.h
//
// Header for standard system include files.
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//--------------------------------------------------------------------------------------
#pragma once
#include <WinSDKVer.h>
#define _WIN32_WINNT 0x0A00
#include <SDKDDKVer.h>
#define _CRT_RAND_S
// Use the C++ standard templated min/max
#define NOMINMAX
// DirectX apps don't need GDI
#define NODRAWTEXT
#define NOGDI
#define NOBITMAP
// Include <mcx.h> if you need this
#define NOMCX
// Include <winsvc.h> if you need this
#define NOSERVICE
// WinHelp is deprecated
#define NOHELP
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <wrl/client.h>
#include <wrl/event.h>
#include <d3d12.h>
#include <d3d11_1.h>
#include <d3d10.h>
#if defined(NTDDI_WIN10_RS2)
#include <dxgi1_6.h>
#else
#include <dxgi1_5.h>
#endif
#include <DirectXMath.h>
#include <DirectXColors.h>
#include <wincodec.h>
#include "d3dx12.h"
#include <algorithm>
#include <exception>
#include <memory>
#include <stdexcept>
#include <vector>
#ifdef __cpp_lib_span
#include <span>
#endif
#include <map>
#include <set>
#include <iostream>
#include <string>
#include <sstream>
#include <fstream>
#ifdef _DEBUG
#include <dxgidebug.h>
#endif
#include <stdio.h>
#include <pix3.h>
#include <variant>
#include <optional>
#include "CommonStates.h"
#include "Effects.h"
#include "GamePad.h"
#include "GraphicsMemory.h"
#include "DescriptorHeap.h"
#include "DirectXHelpers.h"
#include "Keyboard.h"
#include "Mouse.h"
#include "PrimitiveBatch.h"
#include "RenderTargetState.h"
#include "ResourceUploadBatch.h"
#include "SimpleMath.h"
#include "SpriteBatch.h"
#include "SpriteFont.h"
#include "VertexTypes.h"
#define DML_TARGET_VERSION_USE_LATEST
#include "DirectML.h"
#include "DirectMLX.h"
// Use video frames as input to the DirectML model, instead of a static texture.
#define USE_VIDEO 1
// Let DirectML manage the data in the weight tensors. This can be faster on some hardware.
#define DML_MANAGED_WEIGHTS 1
namespace DX
{
// Helper class for COM exceptions
class com_exception : public std::exception
{
public:
com_exception(HRESULT hr) : result(hr) {}
virtual const char* what() const override
{
static char s_str[64] = {};
sprintf_s(s_str, "Failure with HRESULT of %08X", static_cast<unsigned int>(result));
return s_str;
}
private:
HRESULT result;
};
// Helper utility converts D3D API failures into exceptions.
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
throw com_exception(hr);
}
}
}