Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessInput.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

38 lines
1.0 KiB
C++

// 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<IPooledRenderTarget>& 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();
}