54 lines
2.2 KiB
C++
54 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "NNEHlslShadersBase.h"
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#include "NNEHlslShadersOperator.h"
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#include "RenderGraphUtils.h"
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#include "ShaderParameterUtils.h"
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namespace UE::NNEHlslShaders::Internal
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{
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class FElementWiseVariadicConstants
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{
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public:
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static const int32 MAX_NUM_DIMENSIONS{ 8 };
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static const uint32 NUM_GROUP_THREADS{ 256 };
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static const uint32 MAX_NUM_INPUT{ 4 };
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};
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class NNEHLSLSHADERS_API TElementWiseVariadicCS : public FHlslShaderBase
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{
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DECLARE_GLOBAL_SHADER(TElementWiseVariadicCS);
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SHADER_USE_PARAMETER_STRUCT(TElementWiseVariadicCS, FHlslShaderBase)
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class FOperatorType : SHADER_PERMUTATION_ENUM_CLASS("OP_TYPENAME", EElementWiseVariadicOperatorType);
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class FApplyScale : SHADER_PERMUTATION_BOOL("APPLYSCALE");
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class FOutputAsInput : SHADER_PERMUTATION_BOOL("OUTPUTASINPUT");
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class FNumInput : SHADER_PERMUTATION_RANGE_INT("NUMINPUT", 1, FElementWiseVariadicConstants::MAX_NUM_INPUT);
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class FVariadicNumDimensions : SHADER_PERMUTATION_RANGE_INT("NUM_DIMENSIONS", 1, FElementWiseVariadicConstants::MAX_NUM_DIMENSIONS);
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using FPermutationDomain = TShaderPermutationDomain<FOperatorType, FApplyScale, FOutputAsInput, FNumInput, FVariadicNumDimensions>;
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public:
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, Input0)
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, Input1)
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, Input2)
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, Input3)
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SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<float>, Output)
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SHADER_PARAMETER_ARRAY(FUintVector4, InputTensorInfo, [FElementWiseVariadicConstants::MAX_NUM_DIMENSIONS])
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SHADER_PARAMETER_ARRAY(FUintVector4, OutputTensorInfo, [FElementWiseVariadicConstants::MAX_NUM_DIMENSIONS])
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SHADER_PARAMETER(uint32, Num)
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SHADER_PARAMETER(uint32, ThreadCountX)
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SHADER_PARAMETER(float, Scale)
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END_SHADER_PARAMETER_STRUCT()
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
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private:
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static const FString GetOpFunc(EElementWiseVariadicOperatorType OpType);
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};
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} // UE::NNEHlslShaders::Internal
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