// Copyright Epic Games, Inc. All Rights Reserved. // Returns the total data count [numthreads(64, 1, 1)] void PCGDataNumCS(uint3 GroupId : SV_GroupID, uint GroupIndex : SV_GroupIndex) { // Mark the kernel as having executed. Must run before we early out via thread index, because the kernel is still 'executed' even if the number of // threads to iterate on is zero. Even if GetNumThreads() returns 0, the kernel will still have been dispatched on a single thread to set this flag. if (all(GroupId == 0) && GroupIndex == 0) { Out_SetAsExecutedInternal(); } const uint ThreadIndex = GetUnWrappedDispatchThreadId(GroupId, GroupIndex, 64); if (ThreadIndex >= GetNumThreads().x) return; uint InDataIndex, InElemIndex; if (!In_GetThreadData(ThreadIndex, InDataIndex, InElemIndex)) { return; } uint OutDataIndex, OutElemIndex; if (!Out_GetThreadData(ThreadIndex, OutDataIndex, OutElemIndex)) { return; } const int AttributeId = DataNum_GetOutputAttributeId(); Out_SetInt(OutDataIndex, OutElemIndex, AttributeId, (int)In_GetNumData()); }