51 lines
2.1 KiB
C++
51 lines
2.1 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 "RenderGraphUtils.h"
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#include "ShaderParameterUtils.h"
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namespace UE::NNE::Internal { class FTensor; }
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namespace UE::NNEHlslShaders::Internal
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{
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class FLayerNormalizationConstants
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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 int32 NUM_GROUP_THREADS{ 768 };
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};
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class NNEHLSLSHADERS_API TLayerNormalizationCS : public FHlslShaderBase
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{
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DECLARE_GLOBAL_SHADER(TLayerNormalizationCS);
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SHADER_USE_PARAMETER_STRUCT(TLayerNormalizationCS, FHlslShaderBase)
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class FLayerNormalizationNumDimensions : SHADER_PERMUTATION_RANGE_INT("NUM_DIMENSIONS", 1, FLayerNormalizationConstants::MAX_NUM_DIMENSIONS);
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class FLayerNormalizationHasB : SHADER_PERMUTATION_BOOL("HAS_B");
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using FPermutationDomain = TShaderPermutationDomain<FLayerNormalizationNumDimensions, FLayerNormalizationHasB>;
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public:
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(uint32, Num)
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SHADER_PARAMETER(uint32, Axis)
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SHADER_PARAMETER(uint32, ThreadCountX)
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SHADER_PARAMETER(float, Epsilon)
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SHADER_PARAMETER(uint32, LayerSize)
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, Input)
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SHADER_PARAMETER_ARRAY(FUintVector4, InputTensorInfo, [FLayerNormalizationConstants::MAX_NUM_DIMENSIONS])
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, InputScale)
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SHADER_PARAMETER_ARRAY(FUintVector4, ScaleTensorInfo, [FLayerNormalizationConstants::MAX_NUM_DIMENSIONS])
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, InputBias)
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SHADER_PARAMETER_ARRAY(FUintVector4, BiasTensorInfo, [FLayerNormalizationConstants::MAX_NUM_DIMENSIONS])
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, InputMean)
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float>, InputInvStdDev)
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SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<float>, Output)
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END_SHADER_PARAMETER_STRUCT()
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static void FillInParameters(TConstArrayView<uint32> Shape, int32 Axis, float Epsilon, FParameters* Parameters);
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
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};
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} // UE::NNEHlslShaders::Internal
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