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.h: Post processing input implementation.
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessInput : public TRenderingCompositePassBase<0, 1>
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{
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public:
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// constructor
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FRCPassPostProcessInput(TRefCountPtr<IPooledRenderTarget>& InData);
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// interface FRenderingCompositePass ---------
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2015-04-01 07:20:55 -04:00
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virtual void Process(FRenderingCompositePassContext& Context) override;
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2014-06-13 06:14:46 -04:00
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virtual void Release() override { delete this; }
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2015-04-01 07:20:55 -04:00
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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2014-03-14 14:13:41 -04:00
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protected:
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TRefCountPtr<IPooledRenderTarget> Data;
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};
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//
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class FRCPassPostProcessInputSingleUse : public FRCPassPostProcessInput
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{
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public:
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// constructor
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FRCPassPostProcessInputSingleUse(TRefCountPtr<IPooledRenderTarget>& InData)
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: FRCPassPostProcessInput(InData)
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{
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}
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// interface FRenderingCompositePass ---------
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2015-04-01 07:20:55 -04:00
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virtual void Process(FRenderingCompositePassContext& Context) override;
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2014-06-13 06:14:46 -04:00
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virtual void Release() override { delete this; }
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2014-03-14 14:13:41 -04:00
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};
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