// 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