text: /*
  * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
  * its licensors.
  *
  * For complete copyright and license terms please see the LICENSE at the root of this
  * distribution (the "License"). All use of this software is governed by the License,
  * or, if provided, by the license below or the license accompanying this file. Do not
  * remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  *
  */
  // Original file Copyright Crytek GMBH or its affiliates, used under license.
  
  // Description : Deferred shading processing render element
  
  
  #ifndef CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CREDEFERREDSHADING_H
  #define CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CREDEFERREDSHADING_H
  #pragma once
  
  
  
  class CREDeferredShading
      : public CRendElementBase
  {
      friend class CD3D9Renderer;
      friend class CGLRenderer;
  
  public:
  
      // constructor/destructor
      CREDeferredShading();
  
      virtual ~CREDeferredShading();
  
      // prepare screen processing
      virtual void mfPrepare(bool bCheckOverflow);
      // render screen processing
      virtual bool mfDraw(CShader* ef, SShaderPass* sfm);
  
      // begin screen processing
      virtual void mfActivate(int iProcess);
      // reset
      virtual void mfReset(void);
  
      virtual void GetMemoryUsage(ICrySizer* pSizer) const
      {
          pSizer->AddObject(this, sizeof(*this));
      }
  };
  
  #endif // CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CREDEFERREDSHADING_H
  