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