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* Move the dependent INeuralPostProcessInterface interface to internal folder * Mark the plugin as engine module. #jira UE-197444 #rb aleksander.netzel [CL 28603189 by tiantian xie in ue5-main branch]
21 lines
681 B
C++
21 lines
681 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ScreenPass.h"
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class INeuralPostProcessInterface
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{
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public:
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virtual ~INeuralPostProcessInterface() {}
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virtual void Apply(FRDGBuilder& GraphBuilder, int32 NeuralProfileId,
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FRDGTexture* NeuralTexture, FIntRect ViewRect, FRDGBufferRef InputSourceType,
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FRDGBufferRef& OutputNeuralBuffer, FVector4f& BufferDimension) = 0;
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virtual void AllocateBuffer(FRDGBuilder& GraphBuilder, const FScreenPassTextureViewport& Viewport,
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int32 NeuralProfileId, FRDGBufferRef& InputNeuralBuffer, FVector4f& InputBufferDimension) = 0;
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};
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extern RENDERER_API TUniquePtr<INeuralPostProcessInterface> GNeuralPostProcess; |