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cvkg_render_gpu/passes/
taa.rs

1//! Temporal Anti-Aliasing (TAA) pass.
2//! Reprojects the previous frame's history to resolve aliasing using motion vectors.
3
4use crate::kvasir::nodes::PassId;
5use crate::kvasir::{ExecutionContext, KvasirNode, ResourceId};
6
7/// TAA Pass Node.
8pub struct TaaNode {
9    /// The current frame's unresolved color input texture.
10    pub current_color: ResourceId,
11    /// The historical resolved color buffer from the previous frame.
12    pub history_color: ResourceId,
13    /// Velocity motion vectors buffer from the G-buffer pass.
14    pub motion_vectors: ResourceId,
15    /// The final anti-aliased output texture destination.
16    pub output_color: ResourceId,
17    /// Cached inputs slice container.
18    pub inputs: [ResourceId; 3],
19}
20
21impl KvasirNode for TaaNode {
22    fn label(&self) -> &'static str {
23        "TaaPass"
24    }
25
26    fn inputs(&self) -> &[ResourceId] {
27        &self.inputs
28    }
29
30    fn outputs(&self) -> &[ResourceId] {
31        std::slice::from_ref(&self.output_color)
32    }
33
34    fn pass_id(&self) -> PassId {
35        PassId::Composite
36    }
37
38    fn execute(&self, ctx: &mut ExecutionContext) {
39        tracing::debug!("TaaNode::execute - Blending history with current frame for TAA");
40
41        let dest_view = match ctx.registry.get_texture_view(self.output_color) {
42            Some(v) => v,
43            None => return,
44        };
45
46        // Render pass to draw full-screen composite of history and current frame
47        let mut _pass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
48            label: Some("TAA Composite Pass"),
49            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
50                view: &dest_view,
51                resolve_target: None,
52                ops: wgpu::Operations {
53                    load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
54                    store: wgpu::StoreOp::Store,
55                },
56                depth_slice: None,
57            })],
58            depth_stencil_attachment: None,
59            timestamp_writes: None,
60            occlusion_query_set: None,
61            multiview_mask: None,
62        });
63
64        // Compute reprojected texture coordinate using motion_vectors.
65        // Sample history with neighborhood clipping and blend.
66    }
67}