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

49 lines
1.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessVisualizeBuffer.h: Post processing buffer visualization
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: SceneColor
// ePId_Input1: SeparateTranslucency
class FRCPassPostProcessVisualizeBuffer : public TRenderingCompositePassBase<2, 1>
{
public:
/** Data for a single buffer overview tile **/
struct TileData
{
FRenderingCompositeOutputRef Source;
FString Name;
TileData(FRenderingCompositeOutputRef InSource, const FString& InName)
: Source (InSource)
, Name (InName)
{
}
};
// constructor
void AddVisualizationBuffer(FRenderingCompositeOutputRef InSource, const FString& InName);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
// @return VertexShader
template <bool bDrawTileTemplate>
FShader* SetShaderTempl(const FRenderingCompositePassContext& Context);
TArray<TileData> Tiles;
};