Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessInput.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
975 B
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessAA.cpp: Post processing input implementation.
=============================================================================*/
#include "PostProcess/PostProcessInput.h"
FRCPassPostProcessInput::FRCPassPostProcessInput(TRefCountPtr<IPooledRenderTarget>& InData)
: Data(InData)
{
}
void FRCPassPostProcessInput::Process(FRenderingCompositePassContext& Context)
{
PassOutputs[0].PooledRenderTarget = Data;
}
FPooledRenderTargetDesc FRCPassPostProcessInput::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
check(Data);
FPooledRenderTargetDesc Ret = Data->GetDesc();
return Ret;
}
void FRCPassPostProcessInputSingleUse::Process(FRenderingCompositePassContext& Context)
{
PassOutputs[0].PooledRenderTarget = Data;
// to get the RT freed up earlier than when the graph is cleaned up
Data.SafeRelease();
}