Files
UnrealEngineUWP/Engine/Shaders/Private/Tools/SetupIndirectArgs.usf
ola olsson aa43f18c0a Replace side-effect invalidation during instance/cluster cull with a buffer appended to at instance cull.
- preparational step to enable HZB culling of invalidations in an uniform way.
- also add FComputeShaderUtils helper to set up an indirect dispatch.

#rb andrew.lauritzen
#preflight 6130818017a8610001b0cfc7


#ROBOMERGE-SOURCE: CL 17400532
#ROBOMERGE-BOT: (v865-17346139)

[CL 17400838 by ola olsson in ue5-main branch]
2021-09-02 07:12:30 -04:00

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "../Common.ush"
StructuredBuffer<uint> InputCountBuffer;
RWBuffer<uint> IndirectDispatchArgsOut;
uint Multiplier;
uint Divisor;
uint InputCountOffset;
[numthreads(1, 1, 1)]
void InitIndirectArgs1DCS(uint3 DTID : SV_DispatchThreadID)
{
uint GroupCount = (InputCountBuffer[InputCountOffset] * Multiplier + Divisor - 1U) / Divisor;
IndirectDispatchArgsOut[0] = GroupCount;
IndirectDispatchArgsOut[1] = 1;
IndirectDispatchArgsOut[2] = 1;
}