221 lines
5.8 KiB
C++
221 lines
5.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "HAL/Platform.h"
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#include "RHI.h"
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#include "RHIDefinitions.h"
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#include "ShaderParameterMacros.h"
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#include "ShaderParameterMetadata.h"
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#include "Templates/AlignmentTemplates.h"
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class FShaderParametersMetadataBuilder
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{
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public:
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FShaderParametersMetadataBuilder() {}
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explicit FShaderParametersMetadataBuilder(const FShaderParametersMetadata* RootParametersMetadata)
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{
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if (RootParametersMetadata)
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{
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Members = RootParametersMetadata->GetMembers();
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NextMemberOffset = RootParametersMetadata->GetSize();
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}
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}
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template<typename T>
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void AddParam(
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const TCHAR* Name,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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)
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{
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using TParamTypeInfo = TShaderParameterTypeInfo<T>;
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NextMemberOffset = Align(NextMemberOffset, TParamTypeInfo::Alignment);
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Members.Emplace(
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Name,
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TEXT(""),
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__LINE__,
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NextMemberOffset,
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TParamTypeInfo::BaseType,
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Precision,
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TParamTypeInfo::NumRows,
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TParamTypeInfo::NumColumns,
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TParamTypeInfo::NumElements,
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TParamTypeInfo::GetStructMetadata()
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);
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NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType);
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}
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template<typename T>
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void AddParamArray(
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const TCHAR* Name,
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int32 NumElements,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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)
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{
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using TParamTypeInfo = TShaderParameterTypeInfo<T>;
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NextMemberOffset = Align(NextMemberOffset, SHADER_PARAMETER_ARRAY_ELEMENT_ALIGNMENT);
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Members.Emplace(
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Name,
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TEXT(""),
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__LINE__,
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NextMemberOffset,
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TParamTypeInfo::BaseType,
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Precision,
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TParamTypeInfo::NumRows,
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TParamTypeInfo::NumColumns,
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NumElements,
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TParamTypeInfo::GetStructMetadata()
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);
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NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType) * NumElements;
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}
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template<typename T>
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void AddReferencedStruct(
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const TCHAR* Name,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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)
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{
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AddReferencedStruct(Name, TShaderParameterStructTypeInfo<T>::GetStructMetadata(), Precision);
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}
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RENDERCORE_API void AddReferencedStruct(
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const TCHAR* Name,
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const FShaderParametersMetadata* StructMetadata,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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template<typename T>
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void AddIncludedStruct(
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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)
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{
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AddIncludedStruct(TShaderParameterStructTypeInfo<T>::GetStructMetadata(), Precision);
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}
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RENDERCORE_API void AddIncludedStruct(
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const FShaderParametersMetadata* StructMetadata,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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template<typename T>
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uint32 AddNestedStruct(
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const TCHAR* Name,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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)
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{
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using TParamTypeInfo = TShaderParameterStructTypeInfo<T>;
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NextMemberOffset = Align(NextMemberOffset, TParamTypeInfo::Alignment);
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const uint32 ThisMemberOffset = NextMemberOffset;
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Members.Emplace(
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Name,
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TEXT(""),
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__LINE__,
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NextMemberOffset,
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UBMT_NESTED_STRUCT,
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Precision,
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TParamTypeInfo::NumRows,
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TParamTypeInfo::NumColumns,
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TParamTypeInfo::NumElements,
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TParamTypeInfo::GetStructMetadata()
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);
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NextMemberOffset += sizeof(typename TParamTypeInfo::TAlignedType);
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return ThisMemberOffset;
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}
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RENDERCORE_API uint32 AddNestedStruct(
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const TCHAR* Name,
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const FShaderParametersMetadata* StructMetadata,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddBufferSRV(
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const TCHAR* Name,
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const TCHAR* ShaderType,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddBufferUAV(
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const TCHAR* Name,
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const TCHAR* ShaderType,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddRDGBufferSRV(
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const TCHAR* Name,
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const TCHAR* ShaderType,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddRDGBufferUAV(
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const TCHAR* Name,
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const TCHAR* ShaderType,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddTexture(
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const TCHAR* Name,
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const TCHAR* ShaderType,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddRDGTexture(
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const TCHAR* Name,
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const TCHAR* ShaderType,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddSampler(
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const TCHAR* Name,
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const TCHAR* ShaderType,
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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RENDERCORE_API void AddRenderTargetBindingSlots(
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const TCHAR* Name = TEXT("RenderTargets"),
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const TCHAR* ShaderType = TEXT(""),
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EShaderPrecisionModifier::Type Precision = EShaderPrecisionModifier::Float
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);
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void AlignNextMemberToStruct()
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{
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NextMemberOffset = Align(NextMemberOffset, SHADER_PARAMETER_STRUCT_ALIGNMENT);
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}
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uint32 GetNextMemberOffset() const { return NextMemberOffset; }
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RENDERCORE_API FShaderParametersMetadata* Build(
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FShaderParametersMetadata::EUseCase UseCase,
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const TCHAR* ShaderParameterName
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);
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RENDERCORE_API FShaderParametersMetadata* Build(
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FShaderParametersMetadata::EUseCase InUseCase,
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EUniformBufferBindingFlags InBindingFlags,
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const TCHAR* InLayoutName,
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const TCHAR* InStructTypeName,
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const TCHAR* InShaderVariableName,
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const TCHAR* InStaticSlotName,
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const ANSICHAR* InFileName,
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const int32 InFileLine,
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bool bForceCompleteInitialization = false,
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FRHIUniformBufferLayoutInitializer* OutLayoutInitializer = nullptr,
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FShaderParametersMetadata::EUsageFlags InUsageFlags = FShaderParametersMetadata::EUsageFlags::None
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);
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private:
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TArray<FShaderParametersMetadata::FMember> Members;
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uint32 NextMemberOffset = 0;
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};
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