Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHistogramReduce.h
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

30 lines
1.1 KiB
C++

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