// Copyright (c) 2012-2021 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:
PACK_STRUCT(struct Data
{
Vector4 ScreenSize;
});
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
{
return TEXT("FXAA");
}
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};