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

77 lines
3.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessTemporalAA.h: Post process MotionBlur implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// ePId_Input0: Reflections (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessSSRTemporalAA : public TRenderingCompositePassBase<3, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Half Res DOF input (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessDOFTemporalAA : public TRenderingCompositePassBase<4, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Half Res DOF input (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessDOFTemporalAANear : public TRenderingCompositePassBase<4, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Half Res light shaft input (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessLightShaftTemporalAA : public TRenderingCompositePassBase<3, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: Full Res Scene color (point)
// ePId_Input1: Previous frame's output (bilinear)
// ePId_Input2: Previous frame's output (point)
// ePId_Input3: Velocity (point)
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessTemporalAA : public TRenderingCompositePassBase<4, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};