Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessOutput.cpp
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

36 lines
969 B
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "PostProcessOutput.h"
FRCPassPostProcessOutput::FRCPassPostProcessOutput(TRefCountPtr<IPooledRenderTarget>* InExternalRenderTarget)
: ExternalRenderTarget(InExternalRenderTarget)
{
}
void FRCPassPostProcessOutput::Process(FRenderingCompositePassContext& Context)
{
const FRenderingCompositeOutputRef* Input = GetInput(ePId_Input0);
if(!Input)
{
// input is not hooked up correctly
return;
}
// pass through
PassOutputs[0].PooledRenderTarget = Input->GetOutput()->PooledRenderTarget;
check(ExternalRenderTarget);
*ExternalRenderTarget = PassOutputs[0].PooledRenderTarget;
}
FPooledRenderTargetDesc FRCPassPostProcessOutput::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.DebugName = TEXT("PostProcessOutput");
return Ret;
}