Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessInput.h

44 lines
1.3 KiB
C
Raw Normal View History

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessAA.h: Post processing input implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessInput : public TRenderingCompositePassBase<0, 1>
{
public:
// constructor
FRCPassPostProcessInput(TRefCountPtr<IPooledRenderTarget>& InData);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
protected:
TRefCountPtr<IPooledRenderTarget> Data;
};
//
class FRCPassPostProcessInputSingleUse : public FRCPassPostProcessInput
{
public:
// constructor
FRCPassPostProcessInputSingleUse(TRefCountPtr<IPooledRenderTarget>& InData)
: FRCPassPostProcessInput(InData)
{
}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
};