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90 lines
2.7 KiB
C++
90 lines
2.7 KiB
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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#include "TranslucentRendering.h"
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#include "SystemTextures.h"
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#include "ScenePrivate.h"
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class FSceneTextureParameters;
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namespace Nanite
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{
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struct FRasterResults;
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}
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enum class EPostProcessAAQuality : uint32
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{
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Disabled,
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// Faster FXAA
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VeryLow,
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// FXAA
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Low,
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// Faster Temporal AA
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Medium,
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// Temporal AA
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High,
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VeryHigh,
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MAX
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};
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// Returns the quality of post process anti-aliasing defined by CVar.
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EPostProcessAAQuality GetPostProcessAAQuality();
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// Returns whether the full post process pipeline is enabled. Otherwise, the minimal set of operations are performed.
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bool IsPostProcessingEnabled(const FViewInfo& View);
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// Returns whether the post process pipeline supports using compute passes.
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bool IsPostProcessingWithComputeEnabled(ERHIFeatureLevel::Type FeatureLevel);
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// Returns whether the post process pipeline supports propagating the alpha channel.
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bool IsPostProcessingWithAlphaChannelSupported();
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using FPostProcessVS = FScreenPassVS;
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struct FPostProcessingInputs
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{
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TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextures = nullptr;
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FRDGTextureRef ViewFamilyTexture = nullptr;
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FRDGTextureRef CustomDepthTexture = nullptr;
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const FSeparateTranslucencyTextures* SeparateTranslucencyTextures = nullptr;
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void Validate() const
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{
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check(SceneTextures);
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check(ViewFamilyTexture);
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check(CustomDepthTexture);
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check(SeparateTranslucencyTextures);
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}
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};
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void AddPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const Nanite::FRasterResults* NaniteRasterResults, FInstanceCullingManager& InstanceCullingManager);
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void AddDebugViewPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const Nanite::FRasterResults* NaniteRasterResults);
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#if !(UE_BUILD_SHIPPING)
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void AddVisualizeCalibrationMaterialPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const UMaterialInterface* InMaterialInterface);
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#endif
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struct FMobilePostProcessingInputs
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{
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TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> SceneTextures = nullptr;
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FRDGTextureRef ViewFamilyTexture = nullptr;
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void Validate() const
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{
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check(ViewFamilyTexture);
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check(SceneTextures);
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}
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};
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void AddMobilePostProcessingPasses(FRDGBuilder& GraphBuilder, FScene* Scene, const FViewInfo& View, const FMobilePostProcessingInputs& Inputs, FInstanceCullingManager& InstanceCullingManager);
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void AddBasicPostProcessPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View);
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FRDGTextureRef AddProcessPlanarReflectionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SceneColorTexture);
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