67 lines
1.6 KiB
C++
67 lines
1.6 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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#define SMAA_AREA_TEX TEXT("Engine/Textures/SMAA_AreaTex")
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#define SMAA_SEARCH_TEX TEXT("Engine/Textures/SMAA_SearchTex")
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/// <summary>
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/// Subpixel Morphological Anti-Aliasing effect.
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/// </summary>
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class SMAA : public RendererPass<SMAA>
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{
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private:
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PACK_STRUCT(struct Data
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{
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Float4 RtSize;
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});
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX)> _psEdge;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX)> _psBlend;
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GPUPipelineState* _psNeighbor = nullptr;
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AssetReference<Texture> _areaTex;
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AssetReference<Texture> _searchTex;
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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 input render target.</param>
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/// <param name="output">The output 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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_psEdge.Release();
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_psBlend.Release();
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_psNeighbor->ReleaseGPU();
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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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{
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return TEXT("SMAA");
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}
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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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