void DispatchComputeShader( FRHICommandList& RHICmdList, FShader* Shader, uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) { RHICmdList.DispatchComputeShader(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ); }
void DispatchComputeShader( FRHICommandList& RHICmdList, FShader* Shader, uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) { Shader->VerifyBoundUniformBufferParameters(); RHICmdList.DispatchComputeShader(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ); }