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

40 lines
1.7 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessUpscale.h: Post processing Upscale implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: SceneColor (bilinear)
// ePId_Input1: SceneColor (point)
class FRCPassPostProcessUpscale : public TRenderingCompositePassBase<2, 1>
{
public:
// constructor
// @param InUpscaleQuality - value denoting Upscale method to use:
// 0: Nearest
// 1: Bilinear
// 2: 4 tap Bilinear (with radius adjustment)
// 3: Directional blur with unsharp mask upsample.
// @param InCylinderDistortion 0=none..1=full in percent, can be outside of that range
FRCPassPostProcessUpscale(uint32 InUpscaleQuality, float InCylinderDistortion);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
// @param InCylinderDistortion 0=none..1=full in percent, must be in that range
template <uint32 Quality, uint32 bTesselatedQuad> static FShader* SetShader(const FRenderingCompositePassContext& Context, float InCylinderDistortion = 0.0f);
// 0: Nearest, 1: Bilinear, 2: 4 tap Bilinear (with radius adjustment), 3: Directional blur with unsharp mask upsample.
uint32 UpscaleQuality;
// 0=none..1=full, must be in that range
float CylinderDistortion;
};