text: /***************************************************************************
  # Copyright (c) 2018, NVIDIA CORPORATION. All rights reserved.
  #
  # Redistribution and use in source and binary forms, with or without
  # modification, are permitted provided that the following conditions
  # are met:
  #  * Redistributions of source code must retain the above copyright
  #    notice, this list of conditions and the following disclaimer.
  #  * Redistributions in binary form must reproduce the above copyright
  #    notice, this list of conditions and the following disclaimer in the
  #    documentation and/or other materials provided with the distribution.
  #  * Neither the name of NVIDIA CORPORATION nor the names of its
  #    contributors may be used to endorse or promote products derived
  #    from this software without specific prior written permission.
  #
  # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  # PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  # CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  # PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  # PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  # OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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  # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ***************************************************************************/
  #include "Framework.h"
  #include "ResolvePass.h"
  #include "API/RenderContext.h"
  #include "Utils/Gui.h"
  
  namespace Falcor
  {
      const char* ResolvePass::kDesc = "Resolve a multi-sampled texture";
  
      static const std::string kDst = "dst";
      static const std::string kSrc = "src";
  
      RenderPassReflection ResolvePass::reflect() const
      {
          RenderPassReflection reflector;
          reflector.addInput(kSrc, "Multi-sampled texture").format(mFormat).texture2D(0, 0, 0);
          reflector.addOutput(kDst, "Destination texture. Must have a single sample").format(mFormat).texture2D(0, 0, 1);
          return reflector;
      }
  
      ResolvePass::SharedPtr ResolvePass::create(const Dictionary& dictionary)
      {
          try
          {
              return SharedPtr(new ResolvePass);
          }
          catch (const std::exception&)
          {
              return nullptr;
          }
      }
      
      ResolvePass::ResolvePass() : RenderPass("ResolvePass") {}
  
      void ResolvePass::execute(RenderContext* pContext, const RenderData* pRenderData)
      {
          auto pSrcTex = pRenderData->getTexture(kSrc);
          auto pDstTex = pRenderData->getTexture(kDst);
  
          if (pSrcTex && pDstTex)
          {
              if (pSrcTex->getSampleCount() == 1)
              {
                  logWarning("ResolvePass::execute() - Cannot resolve from a non-multisampled texture.");
                  return;
              }
  
              pContext->resolveResource(pSrcTex, pDstTex);
          }
          else
          {
              logWarning("ResolvePass::execute() - missing an input or output resource");
          }
      }
  }