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TaaPass

Struct TaaPass 

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pub struct TaaPass {
Show 15 fields pub enabled: bool, pub config: TaaConfig, pub shader_handle: u64, pub history_handle: u64, pub prev_history_handle: u64, pub velocity_handle: u64, pub current_jitter: [f32; 2], pub frame_index: u32, pub prev_view_proj: Mat4, pub current_view_proj: Mat4, pub history_width: u32, pub history_height: u32, pub history_valid: bool, pub time_us: u64, pub ping_pong: bool,
}
Expand description

TAA pass state.

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§enabled: bool

Whether TAA is enabled.

§config: TaaConfig

Configuration.

§shader_handle: u64

Shader program handle.

§history_handle: u64

History color buffer handle.

§prev_history_handle: u64

Previous frame’s history buffer handle (ping-pong).

§velocity_handle: u64

Velocity buffer handle.

§current_jitter: [f32; 2]

Current jitter offset.

§frame_index: u32

Current frame index in the jitter sequence.

§prev_view_proj: Mat4

Previous frame’s view-projection matrix (for reprojection).

§current_view_proj: Mat4

Current frame’s view-projection matrix.

§history_width: u32

History buffer dimensions.

§history_height: u32§history_valid: bool

Whether the history buffer is valid (false on first frame or resize).

§time_us: u64

Time taken (microseconds).

§ping_pong: bool

Whether this is a ping or pong frame.

Implementations§

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impl TaaPass

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pub fn new() -> Self

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pub fn with_config(self, config: TaaConfig) -> Self

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pub fn begin_frame(&mut self, view_proj: &Mat4)

Advance to the next frame: update jitter, store previous matrices.

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pub fn jitter_ndc(&self, viewport: &Viewport) -> [f32; 2]

Get the jitter offset in NDC space for a given viewport size.

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pub fn jittered_projection(&self, proj: &Mat4, viewport: &Viewport) -> Mat4

Apply jitter to a projection matrix.

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pub fn resize(&mut self, width: u32, height: u32)

Resize the history buffers.

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pub fn invalidate_history(&mut self)

Invalidate history (e.g., on camera cut).

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pub fn neighborhood_clamp( current_color: [f32; 3], history_color: [f32; 3], neighborhood_min: [f32; 3], neighborhood_max: [f32; 3], gamma: f32, ) -> [f32; 3]

Neighborhood clamp: constrain history color to the min/max of the 3x3 neighborhood of the current frame. This prevents ghosting.

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pub fn variance_clip( history_color: [f32; 3], neighborhood_mean: [f32; 3], neighborhood_variance: [f32; 3], gamma: f32, ) -> [f32; 3]

Variance clipping: use mean and variance of the neighborhood for tighter clamping.

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pub fn compute_blend_factor(&self, velocity_length: f32) -> f32

Compute the blend factor, adjusting for motion.

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pub fn execute(&mut self, _viewport: &Viewport)

Execute the TAA pass.

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pub fn fragment_shader(&self) -> String

Generate the TAA resolve fragment shader.

Trait Implementations§

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impl Debug for TaaPass

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for TaaPass

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fn default() -> Self

Returns the “default value” for a type. Read more

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