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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessTemporalAA.h

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessTemporalAA.h: Post process MotionBlur implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// ePId_Input0: Reflections (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessSSRTemporalAA : public TRenderingCompositePassBase<3, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Half Res DOF input (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessDOFTemporalAA : public TRenderingCompositePassBase<4, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Half Res DOF input (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessDOFTemporalAANear : public TRenderingCompositePassBase<4, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Half Res light shaft input (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessLightShaftTemporalAA : public TRenderingCompositePassBase<3, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Full Res Scene color (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// ePId_Input3: Velocity (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessTemporalAA : public TRenderingCompositePassBase<4, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};