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UnrealEngine/Engine/Source/Runtime/NNE/Public/NNERuntimeRDG.h
2025-05-18 13:04:45 +08:00

170 lines
5.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/ContainersFwd.h"
#include "NNEStatus.h"
#include "NNETypes.h"
#include "UObject/Interface.h"
#include "NNERuntimeRDG.generated.h"
class FRDGBuffer;
using FRDGBufferRef = FRDGBuffer*;
class FRDGBuilder;
class UNNEModelData;
namespace UE::NNE
{
/**
* The tensor binding for passing input and output to IModelRDG.
*
* Memory is owned by the caller. The caller must make sure the buffer is large enough.
*/
struct FTensorBindingRDG
{
FRDGBufferRef Buffer;
};
/**
* The interface of a model instance that can run on RDG.
*
* Use UE::NNE::IModelRDG::CreateModelInstance() to get a model instance.
* Use UE::NNE::GetRuntime<INNERuntimeRDG>(RuntimeName) to get a runtime capable of creating RDG models.
*/
class IModelInstanceRDG
{
public:
using ESetInputTensorShapesStatus = EResultStatus;
using EEnqueueRDGStatus = EResultStatus;
virtual ~IModelInstanceRDG() = default;
/**
* Get the input tensor descriptions as defined by the model, potentially with variable dimensions.
*
* @return An array containing a tensor descriptor for each input tensor of the model.
*/
virtual TConstArrayView<FTensorDesc> GetInputTensorDescs() const = 0;
/**
* Get the output tensor descriptions as defined by the model, potentially with variable dimensions.
*
* @return An array containing a tensor descriptor for each output tensor of the model.
*/
virtual TConstArrayView<FTensorDesc> GetOutputTensorDescs() const = 0;
/**
* Get the input shapes.
*
* SetInputTensorShapes must be called prior of running a model.
*
* @return An array of input shapes or an empty array if SetInputTensorShapes has not been called.
*/
virtual TConstArrayView<FTensorShape> GetInputTensorShapes() const = 0;
/**
* Getters for outputs shapes if they were already resolved.
*
* Output shapes might be resolved after a call to SetInputTensorShapes if the model and runtime supports it.
* Otherwise they will be resolved while running the model
*
* @return An array of output shapes or an empty array if not resolved yet.
*/
virtual TConstArrayView<FTensorShape> GetOutputTensorShapes() const = 0;
/**
* Prepare the model to be run with the given input shape.
*
* The call is mandatory before a model can be run.
* This function might be called from the render thread, if not it is up to the caller to ensure thread safety.
* The function will run shape inference and resolve, if possible, the output shapes which can then be accessed by calling GetOutputTensorShapes().
* This is a potentially expensive call and should be called lazily if possible.
*
* @param InInputShapes The input shapes to prepare the model with.
* @return Status indicating success or failure.
*/
virtual ESetInputTensorShapesStatus SetInputTensorShapes(TConstArrayView<FTensorShape> InInputShapes) = 0;
/**
* Enqueue the model graph to a FRDGBuilder.
*
* This function must be called from the render thread.
* SetInputTensorShapes must be called prior to this call.
* The caller owns the memory inside the bindings and must make sure that they are big enough.
*
* @param RDGBuilder The RDG builder to which the neural network operations are enqueued.
* @param InInputTensors An array containing tensor bindings for each input tensor with caller owned memory containing the input data.
* @param InOutputTensors An array containing tensor bindings for each output tensor with caller owned memory big enough to contain the results on success.
* @return Status indicating success or failure.
*/
virtual EEnqueueRDGStatus EnqueueRDG(FRDGBuilder& RDGBuilder, TConstArrayView<FTensorBindingRDG> Inputs, TConstArrayView<FTensorBindingRDG> Outputs) = 0;
};
/**
* The interface of a model capable of creating model instance that can run on RDG.
*
* Use UE::NNE::GetRuntime<INNERuntimeRDG>(RuntimeName) to get a runtime capable of creating RDG models.
*/
class IModelRDG
{
public:
virtual ~IModelRDG() = default;
/**
* Create a model instance for inference
*
* The runtime have the opportunity to share the model weights among multiple IModelInstanceRDG created from an IModelRDG instance, however this is not mandatory.
* The caller can decide to convert the result into a shared pointer if required (e.g. if the model needs to be shared with an async task for evaluation).
*
* @return A caller owned model representing the neural network instance created.
*/
virtual TSharedPtr<UE::NNE::IModelInstanceRDG> CreateModelInstanceRDG() = 0;
};
} // UE::NNE
UINTERFACE(MinimalAPI)
class UNNERuntimeRDG : public UInterface
{
GENERATED_BODY()
};
/**
* The interface of a neural network runtime capable of creating RDG models.
*
* Call UE::NNE::GetRuntime<INNERuntimeRDG>(RuntimeName) to get a runtime implementing this interface.
*/
class INNERuntimeRDG
{
GENERATED_BODY()
public:
using ECanCreateModelRDGStatus = UE::NNE::EResultStatus;
/**
* Check if the runtime is able to create a model given some ModelData.
*
* @param ModelData The model data for which to create a model.
* @return True if the runtime is able to create the model, false otherwise.
*/
virtual ECanCreateModelRDGStatus CanCreateModelRDG(const TObjectPtr<UNNEModelData> ModelData) const = 0;
/**
* Create a model given some ModelData.
*
* The caller must make sure ModelData remains valid throughout the call.
* ModelData is not required anymore after the model has been created.
* The caller can decide to convert the result into a shared pointer if required (e.g. if the model needs to be shared with the render thread).
*
* @param ModelData The model data for which to create a model.
* @return A caller owned model representing the neural network created from ModelData.
*/
virtual TSharedPtr<UE::NNE::IModelRDG> CreateModelRDG(const TObjectPtr<UNNEModelData> ModelData) = 0;
};