// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NNEHlslShadersBase.h" #include "NNEHlslShadersTypeHelper.h" #include "RenderGraphUtils.h" #include "ShaderParameterUtils.h" namespace UE::NNEHlslShaders::Internal { class FCastConstants { public: static const int32 NUM_GROUP_THREADS{ 256 }; }; class NNEHLSLSHADERS_API TCastCS : public FHlslShaderBase { DECLARE_GLOBAL_SHADER(TCastCS); SHADER_USE_PARAMETER_STRUCT(TCastCS, FHlslShaderBase) class FInputType : SHADER_PERMUTATION_ENUM_CLASS("INPUT_TYPE_ENUM", ENNEShaderDataType); class FOutputType : SHADER_PERMUTATION_ENUM_CLASS("OUTPUT_TYPE_ENUM", ENNEShaderDataType); using FPermutationDomain = TShaderPermutationDomain; public: // Depending on the shader permutation 'Input' and 'Output' buffers have // different element types and are not only used with uint values. BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Input) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, Output) SHADER_PARAMETER(uint32, Num) SHADER_PARAMETER(uint32, ThreadCountX) END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters); static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment); }; } // UE::NNEHlslShaders::Internal