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Code/Engine/RendererCore/Pipeline/Passes/MsaaUpscalePass.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 upscales a texture to a multi-sampled render target. /// /// Converts a regular texture to an MSAA texture by replicating samples. Used when /// transitioning from non-MSAA to MSAA rendering in the pipeline. class EZ_RENDERERCORE_DLL ezMsaaUpscalePass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezMsaaUpscalePass, ezRenderPipelinePass); public: ezMsaaUpscalePass(); ~ezMsaaUpscalePass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; virtual ezResult Serialize(ezStreamWriter& inout_stream) const override; virtual ezResult Deserialize(ezStreamReader& inout_stream) override; protected: ezRenderPipelineNodeInputPin m_PinInput; ezRenderPipelineNodeOutputPin m_PinOutput; ezEnum<ezGALMSAASampleCount> m_MsaaMode = ezGALMSAASampleCount::None; ezShaderResourceHandle m_hShader; };