2014-12-07 19:09:38 -05:00
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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/*=============================================================================
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PostProcessAA.cpp: Post processing input implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessInput.h"
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FRCPassPostProcessInput::FRCPassPostProcessInput(TRefCountPtr<IPooledRenderTarget>& InData)
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: Data(InData)
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{
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}
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void FRCPassPostProcessInput::Process(FRenderingCompositePassContext& Context)
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{
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PassOutputs[0].PooledRenderTarget = Data;
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}
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FPooledRenderTargetDesc FRCPassPostProcessInput::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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check(Data);
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FPooledRenderTargetDesc Ret = Data->GetDesc();
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return Ret;
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}
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void FRCPassPostProcessInputSingleUse::Process(FRenderingCompositePassContext& Context)
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{
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PassOutputs[0].PooledRenderTarget = Data;
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// to get the RT freed up earlier than when the graph is cleaned up
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Data.SafeRelease();
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}
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