/* * 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 );