45 lines
1.1 KiB
C++
45 lines
1.1 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "../RendererPass.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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/// <summary>
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/// Fast-Approximate Anti-Aliasing effect.
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/// </summary>
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class FXAA : public RendererPass<FXAA>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX)> _psFXAA;
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public:
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/// <summary>
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/// Performs AA pass rendering for the input task.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="input">The source render target.</param>
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/// <param name="output">The result render target.</param>
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void Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output);
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psFXAA.Release();
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invalidateResources();
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}
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#endif
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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