Files
FlaxEngine/Source/Engine/Renderer/AntiAliasing/TAA.h

53 lines
1.1 KiB
C++

// Copyright (c) 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;
};