Add UseAlpha to RenderBuffers for pass-though renderer with alpha channel

This commit is contained in:
Wojtek Figat
2022-08-01 22:58:22 +02:00
parent fe1cab6a7f
commit a6e9abfceb
14 changed files with 136 additions and 107 deletions

View File

@@ -11,17 +11,10 @@
class FXAA : public RendererPass<FXAA>
{
private:
PACK_STRUCT(struct Data
{
Float4 ScreenSize;
});
AssetReference<Shader> _shader;
GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX)> _psFXAA;
public:
/// <summary>
/// Performs AA pass rendering for the input task.
/// </summary>
@@ -31,7 +24,6 @@ public:
void Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
@@ -41,18 +33,12 @@ private:
#endif
public:
// [RendererPass]
String ToString() const override
{
return TEXT("FXAA");
}
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};