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hub / github.com/NVIDIAGameWorks/Falcor / reflect

Method reflect

Source/RenderPasses/SVGFPass/SVGFPass.cpp:139–165  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

137*/
138
139RenderPassReflection SVGFPass::reflect(const CompileData& compileData)
140{
141 RenderPassReflection reflector;
142
143 reflector.addInput(kInputBufferAlbedo, "Albedo");
144 reflector.addInput(kInputBufferColor, "Color");
145 reflector.addInput(kInputBufferEmission, "Emission");
146 reflector.addInput(kInputBufferWorldPosition, "World Position");
147 reflector.addInput(kInputBufferWorldNormal, "World Normal");
148 reflector.addInput(kInputBufferPosNormalFwidth, "PositionNormalFwidth");
149 reflector.addInput(kInputBufferLinearZ, "LinearZ");
150 reflector.addInput(kInputBufferMotionVector, "Motion vectors");
151
152 reflector.addInternal(kInternalBufferPreviousLinearZAndNormal, "Previous Linear Z and Packed Normal")
153 .format(ResourceFormat::RGBA32Float)
154 .bindFlags(ResourceBindFlags::RenderTarget | ResourceBindFlags::ShaderResource);
155 reflector.addInternal(kInternalBufferPreviousLighting, "Previous Filtered Lighting")
156 .format(ResourceFormat::RGBA32Float)
157 .bindFlags(ResourceBindFlags::RenderTarget | ResourceBindFlags::ShaderResource);
158 reflector.addInternal(kInternalBufferPreviousMoments, "Previous Moments")
159 .format(ResourceFormat::RG32Float)
160 .bindFlags(ResourceBindFlags::RenderTarget | ResourceBindFlags::ShaderResource);
161
162 reflector.addOutput(kOutputBufferFilteredImage, "Filtered image").format(ResourceFormat::RGBA16Float);
163
164 return reflector;
165}
166
167void SVGFPass::compile(RenderContext* pRenderContext, const CompileData& compileData)
168{

Callers

nothing calls this directly

Calls 2

addOutputMethod · 0.80
formatMethod · 0.45

Tested by

no test coverage detected