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o3de/Code/CryEngine/RenderDll/XRenderD3D9/GraphicsPipeline/PostAA.h

46 lines
1.5 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
#include "Common/GraphicsPipelinePass.h"
#include "Common/FullscreenPass.h"
#include "Common/PostProcess/PostEffects.h"
#include <RenderBus.h>
class PostAAPass
: public GraphicsPipelinePass
, AZ::RenderNotificationsBus::Handler
{
public:
PostAAPass();
virtual ~PostAAPass();
void Init() override;
void Shutdown() override;
void Reset() override;
void Execute();
void RenderFinalComposite(CTexture* sourceTexture);
void RenderTemporalAA(CTexture* sourceTexture, CTexture* outputTarget, const DepthOfFieldParameters& depthOfFieldParameters);
private:
void RenderSMAA(CTexture* sourceTexture, CTexture** outputTexture, bool useCurrentRT);
void RenderFXAA(CTexture* sourceTexture, CTexture** outputTexture, bool useCurrentRT);
void RenderComposites(CTexture* sourceTexture);
void OnRendererFreeResources(int flags) override;
private:
CTexture* m_TextureAreaSMAA;
CTexture* m_TextureSearchSMAA;
};