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- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch]
41 lines
1.4 KiB
C++
41 lines
1.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessDownsample.h: Post processing down sample implementation.
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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#include "PostProcessing.h"
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: Color input
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// ePId_Input1: optional depth input
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class FRCPassPostProcessDownsample : public TRenderingCompositePassBase<2, 1>
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{
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public:
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// constructor
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// @param InDebugName we store the pointer so don't release this string
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// @param Quality 0:1 sample, 1:4 samples with blurring
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FRCPassPostProcessDownsample(EPixelFormat InOverrideFormat = PF_Unknown,
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uint32 InQuality = 1,
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const TCHAR *InDebugName = TEXT("Downsample"));
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual void Release() override { delete this; }
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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private:
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template <uint32 Method> static void SetShader(const FRenderingCompositePassContext& Context);
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EPixelFormat OverrideFormat;
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// explained in constructor
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uint32 Quality;
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// must be a valid pointer
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const TCHAR* DebugName;
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bool IsDepthInputAvailable() const;
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};
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