// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NNEHlslShadersBase.h" #include "RenderGraphUtils.h" #include "ShaderParameterUtils.h" namespace UE::NNEHlslShaders::Internal { enum class EUpsampleMode : uint8 { Nearest = 0, Bilinear, Trilinear, MAX }; class FUpsampleConstants { public: static const int32 MAX_NUM_DIMENSIONS{ 8 }; static const int32 NUM_GROUP_THREADS{ 256 }; }; class NNEHLSLSHADERS_API FUpsampleCS : public FHlslShaderBase { DECLARE_GLOBAL_SHADER(FUpsampleCS); SHADER_USE_PARAMETER_STRUCT(FUpsampleCS, FHlslShaderBase) class FUpsampleNumDimensions : SHADER_PERMUTATION_RANGE_INT("NUM_DIMENSIONS", 1, FUpsampleConstants::MAX_NUM_DIMENSIONS); class FUpsampleMode : SHADER_PERMUTATION_ENUM_CLASS("MODE", EUpsampleMode); 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, [FUpsampleConstants::MAX_NUM_DIMENSIONS]) 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