Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHistogram.h
guillaume abadie 59a7373ea7 Fixes a D3D11 validation failure binding a Texture2DArray into a RWTexture2D with TSR, sg.AntiAliasingQuality=0, sg.MotionBlurQuality=0
TSR's UpdateHistory now always render half or quarter res in a Texture2DArray of size 1, to not introduce shader permutation or dynamic branch on SceneColorOutputMip1 that could create dependent image_store on some hardware.

#jira UE-179496

[CL 30605439 by guillaume abadie in ue5-main branch]
2024-01-12 17:20:16 -05:00

24 lines
657 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderGraphFwd.h"
class FEyeAdaptationParameters;
class FSceneTextureParameters;
class FViewInfo;
struct FScreenPassTextureSlice;
FRDGTextureRef AddHistogramPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTextureSlice SceneColor,
const FSceneTextureParameters& SceneTextures,
FRDGBufferRef EyeAdaptationBuffer);
FRDGTextureRef AddLocalExposurePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTextureSlice SceneColor);