Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessOutput.cpp
Martin Mittring 3eec69cda7 changed all direct access to PassOutputs to GetInput() to allow internal restructuring
[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00

36 lines
969 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "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;
}