Files
FlaxEngine/Source/Engine/Renderer/AntiAliasing/SMAA.h
2023-01-10 15:29:37 +01:00

67 lines
1.6 KiB
C++

// 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")
/// <summary>
/// Subpixel Morphological Anti-Aliasing effect.
/// </summary>
class SMAA : public RendererPass<SMAA>
{
private:
PACK_STRUCT(struct Data
{
Float4 RtSize;
});
AssetReference<Shader> _shader;
GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX)> _psEdge;
GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX)> _psBlend;
GPUPipelineState* _psNeighbor = nullptr;
AssetReference<Texture> _areaTex;
AssetReference<Texture> _searchTex;
public:
/// <summary>
/// Performs AA pass rendering for the input task.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="input">The input render target.</param>
/// <param name="output">The output render target.</param>
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;
};