FPooledRenderTargetDesc FRCPassPostProcessBusyWait::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret;

	Ret.DebugName = TEXT("BusyWait");

	return FPooledRenderTargetDesc();
}
예제 #2
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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)
}
예제 #3
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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));
}