// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NNEHlslShadersBase.h" #include "RenderGraphUtils.h" namespace UE::NNEHlslShaders::Internal { class FConvWinogradInputConstants { public: static const int32 THREADGROUP_SIZE_X{ 32 }; }; class NNEHLSLSHADERS_API FConvWinogradInputCS : public FHlslShaderBase { DECLARE_GLOBAL_SHADER(FConvWinogradInputCS); SHADER_USE_PARAMETER_STRUCT(FConvWinogradInputCS, FHlslShaderBase) public: BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, Input) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, Output) SHADER_PARAMETER(int32, C) SHADER_PARAMETER(int32, H) SHADER_PARAMETER(int32, W) SHADER_PARAMETER(int32, WBlockCount) SHADER_PARAMETER(int32, CInputStride) SHADER_PARAMETER(int32, HInputStride) SHADER_PARAMETER(int32, NiOutputStride) SHADER_PARAMETER(int32, MatrixOutputStride) SHADER_PARAMETER(int32, COutputStride) SHADER_PARAMETER(int32, HOutputStride) END_SHADER_PARAMETER_STRUCT() static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment); }; } // UE::NNEHlslShaders::Internal