54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GlobalShader.h"
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#include "RenderGraphUtils.h"
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#include "ShaderParameterUtils.h"
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#define UE_API NNEDENOISERSHADERS_API
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namespace UE::NNEDenoiserShaders::Internal
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{
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enum class EDefaultIOProcessInputKind : uint8
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{
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Color = 0,
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Albedo,
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Normal,
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Flow,
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Output,
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MAX
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};
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class FDefaultIOProcessConstants
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{
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public:
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static constexpr int32 THREAD_GROUP_SIZE{16};
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};
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class FDefaultIOProcessCS : public FGlobalShader
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{
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DECLARE_EXPORTED_GLOBAL_SHADER(FDefaultIOProcessCS, UE_API);
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SHADER_USE_PARAMETER_STRUCT(FDefaultIOProcessCS, FGlobalShader)
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class FDefaultIOProcessInputKind : SHADER_PERMUTATION_ENUM_CLASS("INPUT_KIND_INDEX", EDefaultIOProcessInputKind);
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using FPermutationDomain = TShaderPermutationDomain<FDefaultIOProcessInputKind>;
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public:
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(int32, Width)
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SHADER_PARAMETER(int32, Height)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, OutputTexture)
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END_SHADER_PARAMETER_STRUCT()
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static UE_API void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
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static UE_API bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
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};
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} // namespace UE::NNEDenoiser::Private
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#undef UE_API
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