cvkg-render-gpu 0.3.4

Cyber Viking Kvasir Graph (CVKG) - High-fidelity agentic UI framework
Documentation
//! Temporal Anti-Aliasing (TAA) pass.
//! Reprojects the previous frame's history to resolve aliasing using motion vectors.

use crate::kvasir::nodes::PassId;
use crate::kvasir::{ExecutionContext, KvasirNode, ResourceId};

/// TAA Pass Node.
pub struct TaaNode {
    /// The current frame's unresolved color input texture.
    pub current_color: ResourceId,
    /// The historical resolved color buffer from the previous frame.
    pub history_color: ResourceId,
    /// Velocity motion vectors buffer from the G-buffer pass.
    pub motion_vectors: ResourceId,
    /// The final anti-aliased output texture destination.
    pub output_color: ResourceId,
    /// Cached inputs slice container.
    pub inputs: [ResourceId; 3],
}

impl KvasirNode for TaaNode {
    fn label(&self) -> &'static str {
        "TaaPass"
    }

    fn inputs(&self) -> &[ResourceId] {
        &self.inputs
    }

    fn outputs(&self) -> &[ResourceId] {
        std::slice::from_ref(&self.output_color)
    }

    fn pass_id(&self) -> PassId {
        PassId::Composite
    }

    fn execute(&self, ctx: &mut ExecutionContext) {
        tracing::debug!("TaaNode::execute - Blending history with current frame for TAA");

        let dest_view = match ctx.registry.get_texture_view(self.output_color) {
            Some(v) => v,
            None => return,
        };

        // Render pass to draw full-screen composite of history and current frame
        let mut _pass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
            label: Some("TAA Composite Pass"),
            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                view: &dest_view,
                resolve_target: None,
                ops: wgpu::Operations {
                    load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
                    store: wgpu::StoreOp::Store,
                },
                depth_slice: None,
            })],
            depth_stencil_attachment: None,
            timestamp_writes: None,
            occlusion_query_set: None,
            multiview_mask: None,
        });

        // Compute reprojected texture coordinate using motion_vectors.
        // Sample history with neighborhood clipping and blend.
    }
}