// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessBusyWait.h: Post processing busy wait implementation. For Debugging GPU timing. =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "RendererInterface.h" #include "PostProcess/RenderingCompositionGraph.h" // derives from TRenderingCompositePassBase class FRCPassPostProcessBusyWait : public TRenderingCompositePassBase<0, 1> { public: static bool IsPassRequired(); // interface FRenderingCompositePass --------- virtual void Process(FRenderingCompositePassContext& Context) override; virtual void Release() override { delete this; } FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override; };