XinJiangBBH_LBE/Plugins/DLSS/Source/DLSSUtility/Public/GBufferResolvePass.h

39 lines
1.1 KiB
C
Raw Normal View History

2025-03-13 11:09:44 +08:00
/*
* Copyright (c) 2023 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
#pragma once
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "Runtime/Launch/Resources/Version.h"
#include "ScreenPass.h"
struct FGBufferResolveOutputs
{
FRDGTextureRef DiffuseAlbedo = nullptr;
FRDGTextureRef SpecularAlbedo = nullptr;
FRDGTextureRef Normals = nullptr;
FRDGTextureRef Roughness = nullptr;
FRDGTextureRef LinearDepth = nullptr;
};
extern DLSSUTILITY_API FGBufferResolveOutputs AddGBufferResolvePass(
FRDGBuilder& GraphBuilder,
#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3
const FSceneView& View,
#else
const FViewInfo& View,
#endif
FIntRect InputViewRect,
const bool bComputeDiffuseSpecularAlbedo
);