Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessOutput.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

35 lines
927 B
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessOutput.h"
FRCPassPostProcessOutput::FRCPassPostProcessOutput(TRefCountPtr<IPooledRenderTarget>* InExternalRenderTarget)
: ExternalRenderTarget(InExternalRenderTarget)
{
}
void FRCPassPostProcessOutput::Process(FRenderingCompositePassContext& Context)
{
const FRenderingCompositeOutputRef* Input = GetInput(ePId_Input0);
if(!Input)
{
// input is not hooked up correctly
return;
}
// pass through
PassOutputs[0].PooledRenderTarget = Input->GetOutput()->PooledRenderTarget;
check(ExternalRenderTarget);
*ExternalRenderTarget = PassOutputs[0].PooledRenderTarget;
}
FPooledRenderTargetDesc FRCPassPostProcessOutput::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.DebugName = TEXT("PostProcessOutput");
return Ret;
}