Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessInput.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

46 lines
1.3 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessAA.h: Post processing input implementation.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "PostProcess/RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessInput : public TRenderingCompositePassBase<0, 1>
{
public:
// constructor
FRCPassPostProcessInput(TRefCountPtr<IPooledRenderTarget>& InData);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
protected:
TRefCountPtr<IPooledRenderTarget> Data;
};
//
class FRCPassPostProcessInputSingleUse : public FRCPassPostProcessInput
{
public:
// constructor
FRCPassPostProcessInputSingleUse(TRefCountPtr<IPooledRenderTarget>& InData)
: FRCPassPostProcessInput(InData)
{
}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
};