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Code/Engine/RendererCore/Pipeline/Passes/HistoryTargetPass.h
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Sanakan8472
Render Graph (#1948)
03 июн 2026, 10:19
Не верифицирован
03 июн 2026, 10:19
60bb12c
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#pragma once #include <RendererCore/Pipeline/Passes/HistorySourcePass.h> /// Render pass that stores data to be accessible in the next frame. /// /// Works in pairs with ezHistorySourcePass. Receives the current frame's data as input /// and stores it for the next frame. Set SourcePassName to match the corresponding /// ezHistorySourcePass. See ezHistorySourcePass for usage details. class EZ_RENDERERCORE_DLL ezHistoryTargetPass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezHistoryTargetPass, ezRenderPipelinePass); public: ezHistoryTargetPass(const char* szName = "HistoryTargetPass"); ~ezHistoryTargetPass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; /// Provides the history texture handle for the input pin. virtual ezGALTextureHandle QueryTextureProvider(const ezRenderPipelineNodePin* pPin, const ezGALTextureCreationDescription& desc) override; virtual ezResult Serialize(ezStreamWriter& inout_stream) const override; virtual ezResult Deserialize(ezStreamReader& inout_stream) override; protected: ezRenderPipelineNodeInputProviderPin m_PinInput; ///< Input texture to store for next frame. ezString m_sSourcePassName = "HistorySourcePass"; ///< Name of the paired ezHistorySourcePass. };