// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NNEHlslShadersBase.h" #include "RenderGraphUtils.h" #include "ShaderParameterUtils.h" namespace UE::NNE::Internal { class FTensor; } namespace UE::NNEHlslShaders::Internal { class FInstanceNormalizationConstants { public: static const int32 NUM_GROUP_THREADS{ 256 }; }; class NNEHLSLSHADERS_API TInstanceNormalizationCS : public FHlslShaderBase { DECLARE_GLOBAL_SHADER(TInstanceNormalizationCS); SHADER_USE_PARAMETER_STRUCT(TInstanceNormalizationCS, FHlslShaderBase) public: BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER(uint32, Num) SHADER_PARAMETER(uint32, ThreadCountX) SHADER_PARAMETER(uint32, InstanceSize) SHADER_PARAMETER(uint32, ChannelSize) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Input) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, InputScale) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, InputBias) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, InputMean) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, InputInvStdDev) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, Output) END_SHADER_PARAMETER_STRUCT() static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment); }; } // UE::NNEHlslShaders::Internal