Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DepthCopy.h
Sebastien Hillaire 2b4ae7c654 Made depth copy compute shader shared.
#rb none
#preflight https://horde.devtools.epicgames.com/job/6419a9763f3d31c94af55d4d

[CL 24730842 by Sebastien Hillaire in ue5-main branch]
2023-03-21 09:08:46 -04:00

19 lines
881 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DepthCopy.h: Depth copy utilities.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RenderGraphUtils.h"
class FViewInfo;
// This is a temporary workaround while we get AddCopyTexturePass to do a proper copy of depth texture (with source texture HTile maintained).
// On some platforms this is not the case: depth is decompressed so that the depth format can be read through SRV and HTile optimizations are thus lost on the source texture.
// While we wait for such support, we do a simple copy from SRV to UAV.
void AddViewDepthCopyCSPass(FRDGBuilder& GraphBuilder, FViewInfo& View, FRDGTextureRef SourceSceneDepthTexture, FRDGTextureRef DestinationDepthTexture);