// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #pragma once #include "../RendererPass.h" #include "Engine/Graphics/GPUPipelineStatePermutations.h" /// /// Fast-Approximate Anti-Aliasing effect. /// class FXAA : public RendererPass { private: AssetReference _shader; GPUPipelineStatePermutationsPs(Quality::MAX)> _psFXAA; public: /// /// Performs AA pass rendering for the input task. /// /// The rendering context. /// The source render target. /// The result render target. void Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output); private: #if COMPILE_WITH_DEV_ENV void OnShaderReloading(Asset* obj) { _psFXAA.Release(); invalidateResources(); } #endif public: // [RendererPass] String ToString() const override; bool Init() override; void Dispose() override; protected: // [RendererPass] bool setupResources() override; };