// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "../RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#define SMAA_AREA_TEX TEXT("Engine/Textures/SMAA_AreaTex")
#define SMAA_SEARCH_TEX TEXT("Engine/Textures/SMAA_SearchTex")
///
/// Subpixel Morphological Anti-Aliasing effect.
///
class SMAA : public RendererPass
{
private:
PACK_STRUCT(struct Data
{
Float4 RtSize;
});
AssetReference _shader;
GPUPipelineStatePermutationsPs(Quality::MAX)> _psEdge;
GPUPipelineStatePermutationsPs(Quality::MAX)> _psBlend;
GPUPipelineState* _psNeighbor = nullptr;
AssetReference _areaTex;
AssetReference _searchTex;
public:
///
/// Performs AA pass rendering for the input task.
///
/// The rendering context.
/// The input render target.
/// The output render target.
void Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psEdge.Release();
_psBlend.Release();
_psNeighbor->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override
{
return TEXT("SMAA");
}
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};