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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FIntVector FComputeShaderUtils::GetGroupCountWrapped
(
const int32 TargetGroupCount |
Wrapping number of groups to Y and Z dimension if X group count overflows GRHIMaxDispatchThreadGroupsPerDimension. | RenderGraphUtils.h | |
FIntVector FComputeShaderUtils::GetGroupCountWrapped
(
const int32 ThreadCount, |
Compute the number of groups to dispatch and allow wrapping to Y and Z dimension if X group count overflows. | RenderGraphUtils.h |
FComputeShaderUtils::GetGroupCountWrapped(const int32)
Description
Wrapping number of groups to Y and Z dimension if X group count overflows GRHIMaxDispatchThreadGroupsPerDimension. Calculate the linear group index as (or use GetUnWrappedDispatchGroupId(GroupId) in ComputeShaderUtils.ush): uint LinearGroupId = GroupId.X + (GroupId.Z * WrappedGroupStride + GroupId.Y) * WrappedGroupStride; Note that you must use an early out because LinearGroupId may be larger than the ideal due to wrapping.
| Name | FComputeShaderUtils::GetGroupCountWrapped |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/RenderGraphUtils.h |
| Include Path | #include "RenderGraphUtils.h" |
namespace FComputeShaderUtils
{
FIntVector FComputeShaderUtils::GetGroupCountWrapped
(
const int32 TargetGroupCount
)
}
FComputeShaderUtils::GetGroupCountWrapped(const int32, const int32)
Description
Compute the number of groups to dispatch and allow wrapping to Y and Z dimension if X group count overflows. Calculate the linear group index as (or use GetUnWrappedDispatchGroupId(GroupId) in ComputeShaderUtils.ush): uint LinearGroupId = GroupId.X + (GroupId.Z * WrappedGroupStride + GroupId.Y) * WrappedGroupStride; Note that you must use an early out because LinearGroupId may be larger than the ideal due to wrapping.
| Name | FComputeShaderUtils::GetGroupCountWrapped |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/RenderGraphUtils.h |
| Include Path | #include "RenderGraphUtils.h" |
namespace FComputeShaderUtils
{
FIntVector FComputeShaderUtils::GetGroupCountWrapped
(
const int32 ThreadCount,
const int32 GroupSize
)
}