// Copyright Epic Games, Inc. All Rights Reserved. #include "NNEDenoiserShadersDefaultIOProcessCS.h" namespace UE::NNEDenoiserShaders::Internal { void FDefaultIOProcessCS::ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(InParameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("THREAD_GROUP_SIZE"), FDefaultIOProcessConstants::THREAD_GROUP_SIZE); OutEnvironment.SetDefine(TEXT("MAX_FLT"), MAX_FLT); } bool FDefaultIOProcessCS::ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return ShouldCompileRayTracingShadersForProject(Parameters.Platform); } IMPLEMENT_GLOBAL_SHADER(FDefaultIOProcessCS, "/NNEDenoiserShaders/NNEDenoiserShadersDefaultIOProcess.usf", "IOProcess", SF_Compute); } // UE::NNEDenoiser::Private