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30 lines
1.1 KiB
C++
30 lines
1.1 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessHistogramReduce.h: Post processing histogram reduce implementation.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RendererInterface.h"
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#include "PostProcess/RenderingCompositionGraph.h"
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#include "PostProcess/PostProcessHistogram.h"
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessHistogramReduce : public TRenderingCompositePassBase<1, 1>
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{
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public:
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual void Release() override { delete this; }
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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static const uint32 ThreadGroupSizeX = FRCPassPostProcessHistogram::HistogramTexelCount;
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static const uint32 ThreadGroupSizeY = 4;
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private:
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static uint32 ComputeLoopSize(FIntPoint PixelExtent);
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};
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