// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" struct FSlatePostProcessSimpleBlurPassInputs { FScreenPassTexture InputTexture; FScreenPassTexture OutputTexture; float Strength = 0.0f; }; SLATERHIRENDERER_API void AddSlatePostProcessBlurPass(FRDGBuilder& GraphBuilder, const FSlatePostProcessSimpleBlurPassInputs& Inputs); ////////////////////////////////////////////////////////////////////////// // Deprecated API #include "CoreMinimal.h" #include "RendererInterface.h" #include "Rendering/RenderingCommon.h" #include "Rendering/ShaderResourceManager.h" #include "Rendering/DrawElements.h" #include "Rendering/RenderingPolicy.h" class UE_DEPRECATED(5.5, "FSlateRHIRenderingPolicyInterface is no longer used.") FSlateRHIRenderingPolicyInterface { public: FSlateRHIRenderingPolicyInterface(const class FSlateRHIRenderingPolicy* InRenderingPolicy) {} static int32 GetProcessSlatePostBuffers() { return 0; } bool IsValid() const { return false; } bool IsVertexColorInLinearSpace() const { return false; } bool GetApplyColorDeficiencyCorrection() const { return false; } void BlurRectExternal(FRHICommandListImmediate& RHICmdList, FRHITexture* BlurSrc, FRHITexture* BlurDst, FIntRect SrcRect, FIntRect DstRect, float BlurStrength) const {} }; class UE_DEPRECATED(5.5, "Use ICustomSlateElement instead.") ICustomSlateElementRHI : public ICustomSlateElement { public: UE_DEPRECATED(5.5, "Use Draw_RenderThread with an RDG builder instead") PRAGMA_DISABLE_DEPRECATION_WARNINGS virtual void Draw_RHIRenderThread(FRHICommandListImmediate& RHICmdList, const FTextureRHIRef& RenderTarget, const FSlateCustomDrawParams& Params, FSlateRHIRenderingPolicyInterface RenderingPolicyInterface) {} PRAGMA_ENABLE_DEPRECATION_WARNINGS }; //////////////////////////////////////////////////////////////////////////