// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NNEHlslShadersBase.h" #include "RenderGraphUtils.h" #include "ShaderParameterUtils.h" namespace UE::NNEHlslShaders::Internal { class FBatchNormalizationConstants { public: static const int32 NUM_GROUP_THREADS{ 256 }; }; class NNEHLSLSHADERS_API TBatchNormalizationCS : public FHlslShaderBase { DECLARE_GLOBAL_SHADER(TBatchNormalizationCS); SHADER_USE_PARAMETER_STRUCT(TBatchNormalizationCS, FHlslShaderBase) public: BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, X) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Scales) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Bias) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Mean) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Var) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, Output) SHADER_PARAMETER(uint32, Num) SHADER_PARAMETER(uint32, DimC) SHADER_PARAMETER(uint32, SpatialVolume) SHADER_PARAMETER(uint32, ThreadCountX) SHADER_PARAMETER(float, Epsilon) END_SHADER_PARAMETER_STRUCT() static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment); }; } // UE::NNEHlslShaders::Internal