// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" class INeuralPostProcessInterface { public: virtual ~INeuralPostProcessInterface() {} virtual void Apply(FRDGBuilder& GraphBuilder, int32 NeuralProfileId, FRDGTexture* NeuralTexture, FIntRect ViewRect, FRDGBufferRef InputSourceType, FRDGBufferRef& OutputNeuralBuffer, FVector4f& BufferDimension) = 0; virtual void AllocateBuffer(FRDGBuilder& GraphBuilder, const FScreenPassTextureViewport& Viewport, int32 NeuralProfileId, FRDGBufferRef& InputNeuralBuffer, FVector4f& InputBufferDimension) = 0; }; extern RENDERER_API TUniquePtr GNeuralPostProcess;