// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NNEHlslShadersBase.h" #include "RenderGraphUtils.h" #include "ShaderParameterUtils.h" namespace UE::NNEHlslShaders::Internal { class FTransposeConstants { public: static const int32 MAX_NUM_DIMENSIONS{ 8 }; static const int32 NUM_GROUP_THREADS{ 256 }; }; class NNEHLSLSHADERS_API FTransposeCS : public FHlslShaderBase { DECLARE_GLOBAL_SHADER(FTransposeCS); SHADER_USE_PARAMETER_STRUCT(FTransposeCS, FHlslShaderBase) class FTransposeNumDimensions : SHADER_PERMUTATION_RANGE_INT("NUM_DIMENSIONS", 1, FTransposeConstants::MAX_NUM_DIMENSIONS); using FPermutationDomain = TShaderPermutationDomain; public: BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Input) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, Output) SHADER_PARAMETER_ARRAY(FUintVector4, TensorInfo, [FTransposeConstants::MAX_NUM_DIMENSIONS]) SHADER_PARAMETER(uint32, Num) SHADER_PARAMETER(uint32, ThreadCountX) END_SHADER_PARAMETER_STRUCT() static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment); }; } // UE::NNEHlslShaders::Internal