Files
UnrealEngineUWP/Engine/Shaders/Private/ShaderBundleWorkGraphCommon.ush
jeremy moore 804418158d #jira UE-206245, UE-206247
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell

[CL 32196717 by jeremy moore in ue5-main branch]
2024-03-12 18:42:09 -04:00

10 lines
209 B
Plaintext

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Common.ush"
/** Record passed to shader bundle work graph nodes .*/
struct FShaderBundleNodeRecord
{
uint DispatchGridSize : SV_DispatchGrid;
};