48 GPUTexture *input_color_tx_ =
nullptr;
49 GPUTexture *output_color_tx_ =
nullptr;
60 int3 dispatch_setup_size_ =
int3(-1);
64 Texture reduced_coc_tx_ = {
"dof_reduced_coc"};
65 Texture reduced_color_tx_ = {
"dof_reduced_color"};
69 GPUTexture *stabilize_input_ =
nullptr;
70 bool32_t stabilize_valid_history_ =
false;
71 int3 dispatch_stabilize_size_ =
int3(-1);
76 int3 dispatch_downsample_size_ =
int3(-1);
84 int3 dispatch_reduce_size_ =
int3(-1);
90 int3 dispatch_tiles_flatten_size_ =
int3(-1);
91 PassSimple tiles_flatten_ps_ = {
"TilesFlatten"};
94 int tiles_dilate_ring_count_ = -1;
95 int tiles_dilate_ring_width_mul_ = -1;
96 int3 dispatch_tiles_dilate_size_ =
int3(-1);
97 PassSimple tiles_dilate_minmax_ps_ = {
"TilesDilateMinmax"};
98 PassSimple tiles_dilate_minabs_ps_ = {
"TilesDilateMinabs"};
106 int3 dispatch_gather_size_ =
int3(-1);
116 int3 dispatch_filter_size_ =
int3(-1);
127 GPUTexture *resolve_stable_color_tx_ =
nullptr;
128 int3 dispatch_resolve_size_ =
int3(-1);
134 float user_overblur_;
144 float jitter_radius_;
146 float focus_distance_;
167 void render(
View &view,
169 GPUTexture **output_tx,
174 return fx_radius_ > 0.0f;
178 void bokeh_lut_pass_sync();
179 void setup_pass_sync();
180 void stabilize_pass_sync();
181 void downsample_pass_sync();
182 void reduce_pass_sync();
183 void tiles_flatten_pass_sync();
184 void tiles_dilate_pass_sync();
185 void gather_pass_sync();
186 void filter_pass_sync();
187 void scatter_pass_sync();
188 void hole_fill_pass_sync();
189 void resolve_pass_sync();
195 void update_sample_table();