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