本文整理汇总了C++中FPooledRenderTargetDesc::Reset方法的典型用法代码示例。如果您正苦于以下问题:C++ FPooledRenderTargetDesc::Reset方法的具体用法?C++ FPooledRenderTargetDesc::Reset怎么用?C++ FPooledRenderTargetDesc::Reset使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FPooledRenderTargetDesc
的用法示例。
在下文中一共展示了FPooledRenderTargetDesc::Reset方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessDownsample::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Extent = FIntPoint::DivideAndRoundUp(Ret.Extent, 2);
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
if(OverrideFormat != PF_Unknown)
{
Ret.Format = OverrideFormat;
}
Ret.TargetableFlags &= ~TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.AutoWritable = false;
Ret.DebugName = DebugName;
Ret.ClearValue = FClearValueBinding(FLinearColor(0,0,0,0));
return Ret;
}
示例2: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessVelocityFlatten::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
if( InPassOutputId == ePId_Output0 )
{
// Flattened velocity
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.TargetableFlags |= TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("VelocityFlat");
return Ret;
}
/*else if( InPassOutputId == ePId_Output1 )
{
// Packed VelocityLength, Depth
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Format = PF_R8G8;
Ret.TargetableFlags |= TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("PackedVelocityDepth");
return Ret;
}*/
else
{
// Max tile velocity
FPooledRenderTargetDesc UnmodifiedRet = PassInputs[0].GetOutput()->RenderTargetDesc;
UnmodifiedRet.Reset();
FIntPoint PixelExtent = UnmodifiedRet.Extent;
FIntPoint ThreadGroupCount = ComputeThreadGroupCount(PixelExtent);
FIntPoint NewSize = ThreadGroupCount;
// format can be optimized later
FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(NewSize, PF_G16R16F, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
Ret.DebugName = TEXT("MaxVelocity");
return Ret;
}
}
示例3: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessMotionBlurSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
if(InPassOutputId == ePId_Output0)
{
// downsampled velocity
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Extent /= 2;
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
// we need at least a format in the range 0..1 with RGB channels, A is unused
// Ret.Format = PF_A2B10G10R10;
// we need alpha to renormalize
Ret.Format = PF_FloatRGBA;
Ret.TargetableFlags &= ~TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("MotionBlurSetup0");
return Ret;
}
else
{
check(InPassOutputId == ePId_Output1);
// scene color with depth in alpha
FPooledRenderTargetDesc Ret = PassInputs[1].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Extent /= 2;
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
Ret.Format = PF_FloatRGBA;
Ret.TargetableFlags &= ~TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("MotionBlurSetup1");
return Ret;
}
}
示例4: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessBloomSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("BloomSetup");
Ret.AutoWritable = false;
return Ret;
}
示例5: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessDOFRecombine::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("DOFRecombine");
return Ret;
}
示例6: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessGBufferHints::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("GBufferHints");
return Ret;
}
示例7: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessSceneColorFringe::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("PostProcessAA");
return Ret;
}
示例8: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessSubsurface::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = (Direction == 0) ? TEXT("SubsurfaceX") : TEXT("SubsurfaceY");
return Ret;
}
示例9: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessVisualizeBuffer::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("VisualizeBuffer");
return Ret;
}
示例10: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessLensFlares::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("LensFlares");
return Ret;
}
示例11: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessVisualizeShadingModels::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("VisualizeShadingModels");
return Ret;
}
示例12: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessHMD::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassOutputs[0].RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("HMD");
return Ret;
}
示例13: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessSubsurface::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = (Pass == 0) ? TEXT("SubsurfaceTemp") : TEXT("SubsurfaceSceneColor");
return Ret;
}
示例14: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessVisualizeBloomOverlay::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.TargetableFlags &= ~TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("VisualizeBloomOverlay");
return Ret;
}
示例15: ComputeOutputDesc
FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceExtractSpecular::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_Todo_PassContext().GetSceneColor()->GetDesc();
Ret.Reset();
Ret.DebugName = TEXT("SubsurfaceExtractSpecular");
// alpha is not used
Ret.Format = PF_FloatRGB;
return Ret;
}