FPooledRenderTargetDesc FRCPassPostProcessBusyWait::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret; Ret.DebugName = TEXT("BusyWait"); return FPooledRenderTargetDesc(); }
void FVisualizeTexture::OnStartFrame(const FSceneView& View) { ViewRect = View.ViewRect; #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) // VisualizeTexture observed render target is set each frame VisualizeTextureContent.SafeRelease(); VisualizeTextureDesc = FPooledRenderTargetDesc(); ObservedDebugNameReusedCurrent = 0; // only needed for VisualizeTexture (todo: optimize out when possible) { for (TMap<FString, uint32>:: TIterator It(VisualizeTextureCheckpoints); It; ++It) { uint32& Value = It.Value(); // 0 as it was not used this frame yet Value = 0; } } #endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST) }
FPooledRenderTargetDesc FVelocityRendering::GetRenderTargetDesc() { const FIntPoint BufferSize = GSceneRenderTargets.GetBufferSizeXY(); const FIntPoint VelocityBufferSize = BufferSize; // full resolution so we can reuse the existing full res z buffer return FPooledRenderTargetDesc(FPooledRenderTargetDesc::Create2DDesc(VelocityBufferSize, PF_G16R16, TexCreate_None, TexCreate_RenderTargetable, false)); }