Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHistogram.h
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

44 lines
1.6 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessHistogram.h: Post processing histogram implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessHistogram : 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;
// -------------------------------------------
// changing this number require Histogram.usf to be recompiled
static const uint32 ThreadGroupSizeX = 8;
// changing this number require Histogram.usf to be recompiled
static const uint32 ThreadGroupSizeY = 8;
static const uint32 HistogramSize = 64;
// /4 as we store 4 buckets in one ARGB texel
static const uint32 HistogramTexelCount = HistogramSize / 4;
// one ThreadGroup processes LoopCountX*LoopCountY blocks of size ThreadGroupSizeX*ThreadGroupSizeY
// changing this number require Histogram.usf to be recompiled
static const uint32 LoopCountX = 8;
// changing this number require Histogram.usf to be recompiled
static const uint32 LoopCountY = 8;
// -------------------------------------------
static FIntPoint ComputeGatherExtent(const FSceneView& View);
static FIntPoint ComputeThreadGroupCount(FIntPoint PixelExtent);
};