91 lines
2.2 KiB
C++
91 lines
2.2 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "FXAA.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/Graphics.h"
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#include "Engine/Graphics/RenderTask.h"
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GPU_CB_STRUCT(Data {
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Float4 ScreenSize;
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});
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String FXAA::ToString() const
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{
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return TEXT("FXAA");
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}
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bool FXAA::Init()
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{
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_psFXAA.CreatePipelineStates();
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/FXAA"));
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if (_shader == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<FXAA, &FXAA::OnShaderReloading>(this);
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#endif
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return false;
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}
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bool FXAA::setupResources()
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{
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if (!_shader->IsLoaded())
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{
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return true;
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}
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const auto shader = _shader->GetShader();
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if (shader->GetCB(0)->GetSize() != sizeof(Data))
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{
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REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
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return true;
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}
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GPUPipelineState::Description psDesc;
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if (!_psFXAA.IsValid())
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{
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psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (_psFXAA.Create(psDesc, shader, "PS"))
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return true;
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}
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return false;
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}
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void FXAA::Dispose()
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{
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// Base
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RendererPass::Dispose();
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_psFXAA.Delete();
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_shader = nullptr;
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}
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void FXAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
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{
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auto context = GPUDevice::Instance->GetMainContext();
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if (checkIfSkipPass())
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{
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// Resources are missing. Do not perform rendering, just copy input frame.
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context->SetRenderTarget(output);
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context->Draw(input);
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return;
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}
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PROFILE_GPU_CPU("Fast Approximate Antialiasing");
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// Bind input
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Data data;
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data.ScreenSize = renderContext.View.ScreenSize;
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const auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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context->BindSR(0, input);
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// Render
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context->SetRenderTarget(output);
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const auto qualityLevel = Math::Clamp(static_cast<int32>(Graphics::AAQuality), 0, static_cast<int32>(Quality::MAX) - 1);
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context->SetState(_psFXAA.Get(qualityLevel));
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context->DrawFullscreenTriangle();
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}
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