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2025-05-18 13:04:45 +08:00

26 lines
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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NNEHlslShadersPadCS.h"
#include "NNE.h"
namespace UE::NNEHlslShaders::Internal
{
void FPadCS::ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(InParameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_X"), FPadConstants::NUM_GROUP_THREADS);
FPermutationDomain PermutationVector(InParameters.PermutationId);
}
void FPadCS::LexFromString(EPadMode& OutValue, const TCHAR* StringVal)
{
OutValue = EPadMode::CONSTANT;
if (FCString::Stricmp(StringVal, TEXT("CONSTANT")) == 0) OutValue = EPadMode::CONSTANT;
else if (FCString::Stricmp(StringVal, TEXT("REFLECT")) == 0) OutValue = EPadMode::REFLECT;
else if (FCString::Stricmp(StringVal, TEXT("EDGE")) == 0) OutValue = EPadMode::EDGE;
}
IMPLEMENT_GLOBAL_SHADER(FPadCS, "/NNEHlslShaders/NNEHlslShadersPad.usf", "Pad", SF_Compute);
} // UE::NNEHlslShaders::Internal