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