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Code/Engine/RendererCore/Pipeline/Passes/MsaaResolvePass.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/RenderPipelinePass.h> #include <RendererCore/Shader/ShaderResource.h> /// Render pass that resolves a multi-sampled texture to a non-multi-sampled texture. /// /// Converts MSAA render targets to regular textures by averaging the samples. Supports both /// color and depth textures. Required when using MSAA rendering with post-processing effects /// that cannot operate on multi-sampled textures. class EZ_RENDERERCORE_DLL ezMsaaResolvePass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezMsaaResolvePass, ezRenderPipelinePass); public: ezMsaaResolvePass(); ~ezMsaaResolvePass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; protected: ezRenderPipelineNodeInputPin m_PinInput; ezRenderPipelineNodeOutputPin m_PinOutput; bool m_bIsDepth = false; ezGALMSAASampleCount::Enum m_MsaaSampleCount = ezGALMSAASampleCount::None; ezShaderResourceHandle m_hDepthResolveShader; };