Thanks for setting this up. The vanilla examples work for me and I've been able to tweak the USFs and that works as well. However I can't see how to pass a texture input to the compute shader. I added a Texture2D input to the usf and added this to the parameter macros:
SHADER_PARAMETER_TEXTURE(Texture2D, TestTexture)
In the RunComputeShader_RenderThread example, I pass that along:
PassParameters.TestTexture = DrawParameters.TestTexture->Resource->TextureRHI->GetTexture2D();
However I always hit a check exception:
Assertion failed: Bindings.StructureLayoutHash == ParametersMetadata->GetLayoutHash()
Any suggestions on where I should look? The UE documentation is of course entirely nonexistent :(
Thanks for setting this up. The vanilla examples work for me and I've been able to tweak the USFs and that works as well. However I can't see how to pass a texture input to the compute shader. I added a Texture2D input to the usf and added this to the parameter macros:
In the RunComputeShader_RenderThread example, I pass that along:
However I always hit a check exception:
Any suggestions on where I should look? The UE documentation is of course entirely nonexistent :(