/* * 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 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; };