Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessInput.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

44 lines
1.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessAA.h: Post processing input implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessInput : public TRenderingCompositePassBase<0, 1>
{
public:
// constructor
FRCPassPostProcessInput(TRefCountPtr<IPooledRenderTarget>& InData);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context);
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const;
protected:
TRefCountPtr<IPooledRenderTarget> Data;
};
//
class FRCPassPostProcessInputSingleUse : public FRCPassPostProcessInput
{
public:
// constructor
FRCPassPostProcessInputSingleUse(TRefCountPtr<IPooledRenderTarget>& InData)
: FRCPassPostProcessInput(InData)
{
}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context);
virtual void Release() override { delete this; }
};