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