# Conflicts: # Content/Shaders/GI/DDGI.flax # Content/Shaders/GI/GlobalSurfaceAtlas.flax # Content/Shaders/TAA.flax # Content/Shaders/VolumetricFog.flax # Source/Editor/CustomEditors/Editors/ActorTagEditor.cs # Source/Engine/Core/Config/GraphicsSettings.cpp # Source/Engine/Engine/PostProcessEffect.cs # Source/Engine/Graphics/GPUResourcesCollection.cpp # Source/Engine/Graphics/GPUResourcesCollection.h # Source/Engine/Graphics/PostProcessBase.h # Source/FlaxEngine.Gen.cs
53 lines
1.1 KiB
C++
53 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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/// Temporal Anti-Aliasing effect.
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/// </summary>
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class TAA : public RendererPass<TAA>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psTAA;
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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(const 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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if (_psTAA)
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_psTAA->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("TAA");
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}
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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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