Files
FlaxEngine/Source/Engine/Renderer/AntiAliasing/TAA.h
Wojciech Figat a7e428a21c Merge branch 'master' into 1.5
# 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
2023-01-10 15:37:55 +01:00

53 lines
1.1 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "../RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
/// <summary>
/// Temporal Anti-Aliasing effect.
/// </summary>
class TAA : public RendererPass<TAA>
{
private:
AssetReference<Shader> _shader;
GPUPipelineState* _psTAA;
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(const RenderContext& renderContext, GPUTexture* input, GPUTextureView* output);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
if (_psTAA)
_psTAA->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override
{
return TEXT("TAA");
}
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};