Hello,
I want to save TAA OutputHistory as png file for data collection. Also wan to save SceneColorInput etc. I want to collect those data to train a deep learning algorithm which can achieve the same effect as TAA.
SceneColorInput 's type is FRDGTexture, OutputHistory 's type is IPooledRenderTarget. I know those are RDG at render thread and delayed execution. So it maybe hard to get those data directly.
How can I save those render result as png? Then I want to save those data on disk to train a network.
Thanks
struct FTemporalAAHistory
{
// Number of render target in the history.
static constexpr uint32 kRenderTargetCount = 4;
// Render targets holding's pixel history.
// scene color's RGBA are in RT[0].
TStaticArray<TRefCountPtr<IPooledRenderTarget>, kRenderTargetCount> RT;
// Reference size of RT. Might be different than RT's actual size to handle down res.
FIntPoint ReferenceBufferSize;
// Viewport coordinate of the history in RT according to ReferenceBufferSize.
FIntRect ViewportRect;
void SafeRelease()
{
for (uint32 i = 0; i < kRenderTargetCount; i++)
{
RT[i].SafeRelease();
}
}
bool IsValid() const
{
return RT[0].IsValid();
}
};
// Full resolution depth and velocity textures to reproject the history.
FRDGTexture* SceneDepthTexture = nullptr;
FRDGTexture* SceneVelocityTexture = nullptr;
// Anti aliased scene color.
// Can have alpha channel, or CoC for DOF.
FRDGTexture* SceneColorInput = nullptr;