Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessDownsample.h
Mike Fricker 114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00

41 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessDownsample.h: Post processing down sample implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
#include "PostProcessing.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: Color input
// ePId_Input1: optional depth input
class FRCPassPostProcessDownsample : public TRenderingCompositePassBase<2, 1>
{
public:
// constructor
// @param InDebugName we store the pointer so don't release this string
// @param Quality 0:1 sample, 1:4 samples with blurring
FRCPassPostProcessDownsample(EPixelFormat InOverrideFormat = PF_Unknown,
uint32 InQuality = 1,
const TCHAR *InDebugName = TEXT("Downsample"));
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
template <uint32 Method> static void SetShader(const FRenderingCompositePassContext& Context);
EPixelFormat OverrideFormat;
// explained in constructor
uint32 Quality;
// must be a valid pointer
const TCHAR* DebugName;
bool IsDepthInputAvailable() const;
};