Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessFFTBloom.h
guillaume abadie ff778e6df5 Fixes a crash in FFT bloom in highres screenshot
#rb none
#preflight 61d31662932a02483cb24f28

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18501181 in //UE5/Release-5.0/... via CL 18501191
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18501201 by guillaume abadie in ue5-release-engine-test branch]
2022-01-03 10:44:47 -05:00

23 lines
604 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderGraph.h"
#include "ScenePrivate.h"
#include "ScreenPass.h"
struct FBloomOutputs;
// Returns whether FFT bloom is enabled for the view.
bool IsFFTBloomEnabled(const FViewInfo& View);
float GetFFTBloomResolutionFraction(const FIntPoint& ViewSize);
struct FFFTBloomOutput
{
FScreenPassTexture BloomTexture;
FRDGBufferRef SceneColorApplyParameters = nullptr;
};
FFFTBloomOutput AddFFTBloomPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FScreenPassTexture& InputSceneColor, float InputResolutionFraction);