feat: TAA 时域抗锯齿(velocity + 邻域 clamp + 子像素抖动)

- Velocity buffer:Forward 第二颜色附件,vertex 计算 clip 空间运动向量
  (UBO 尾部追加 projNoJitter/prevView/prevProj;上一帧实例矩阵 SSBO
  Set0 binding2,与当前实例数组平行对齐——转动的物体速度正确不鬼影)
- 子像素抖动:SceneRenderer Halton(2,3)×8 序列,抖动只进光栅化投影
- TAA resolve pass:velocity 反推历史位置 + 3×3 邻域 clamp 去鬼影 +
  mix(cur,hist,0.9) 时域累积;TAAColor 自引用历史
- RG 历史读补 post-barrier:采样后恢复镜像 resting layout(TAA 的历史
  是 ColorAttachment layout,不恢复则下帧 entry oldLayout 脱节)
- 管线:Forward(HDR+Velocity) → TAA(TAAColor) → Bloom/Tonemap 改源 TAAColor
- 编译零错误、validation 零警告、8 秒冒烟通过(10 pass 全活跃)
This commit is contained in:
2026-09-23 13:29:31 +08:00
parent a29aed2803
commit 27b7f8785c
18 changed files with 369 additions and 39 deletions
@@ -18,10 +18,11 @@ namespace Engine::Passes {
class ForwardPass final : public RenderPass {
public:
ForwardPass(SceneGpu& gpu, FrameSceneData& frame,
RG::TextureHandle hdrColor, RG::TextureHandle depth,
RG::TextureHandle shadowMap)
RG::TextureHandle hdrColor, RG::TextureHandle velocity,
RG::TextureHandle depth, RG::TextureHandle shadowMap)
: m_Gpu(gpu), m_Frame(frame),
m_HDRColor(hdrColor), m_Depth(depth), m_ShadowMap(shadowMap) {}
m_HDRColor(hdrColor), m_Velocity(velocity),
m_Depth(depth), m_ShadowMap(shadowMap) {}
void Register(RG::RenderGraph& rg) override;
@@ -29,6 +30,7 @@ namespace Engine::Passes {
SceneGpu& m_Gpu;
FrameSceneData& m_Frame;
RG::TextureHandle m_HDRColor;
RG::TextureHandle m_Velocity; // TAA 运动向量(第二颜色附件)
RG::TextureHandle m_Depth;
RG::TextureHandle m_ShadowMap;
};
@@ -54,6 +54,7 @@ namespace Engine {
vk::Sampler sampler;
vk::ShaderEXT vert{}, extractFrag{}, blurFrag{}, tonemapFrag{};
vk::ShaderEXT diffFrag{}; // temporal_diff(帧历史调试)
vk::ShaderEXT taaFrag{}; // taa(时域抗锯齿 resolve)
// 各 pass 自己持有 per-slot set;分配统一走这里
vk::DescriptorSet AllocateSet();
@@ -29,14 +29,15 @@ namespace Engine {
public:
SceneGpu(Device& device, DescriptorManager& descriptors,
ShaderManager& shaders,
UniformBuffer& ubo, UniformBuffer& objectBuffer);
UniformBuffer& ubo, UniformBuffer& objectBuffer,
UniformBuffer& prevObjectBuffer);
~SceneGpu();
SceneGpu(const SceneGpu&) = delete;
SceneGpu& operator=(const SceneGpu&) = delete;
// ---- set 布局(shader 契约,改绑定必须同步 shaders/)----
vk::DescriptorSetLayout uboSetLayout; // Set0 = {UBO, ObjectBuffer}
vk::DescriptorSetLayout uboSetLayout; // Set0 = {UBO, ObjectBuffer, PrevObjectBuffer}
vk::DescriptorSetLayout textureSetLayout; // Set1 = {albedo}
vk::DescriptorSetLayout shadowSetLayout; // Set2 = {shadow map}
vk::PipelineLayout forwardLayout; // 3 sets,无 push(GPUDriven 经 SSBO)
@@ -0,0 +1,42 @@
//
// Created by atdunbg on 2026/9/23.
//
// TAAPass:时域抗锯齿 resolve。
// 读当前帧 HDR + velocity + 历史累积(ReadHistory 自引用 TAAColor),
// 邻域 clamp 去鬼影后时域混合。TAAColor 既是输出也是下一帧的历史——
// 这是帧历史资源最典型的"自引用"形态(UE 的 history pool 同构)。
//
#ifndef HELLOVULKAN_TAAPASS_H
#define HELLOVULKAN_TAAPASS_H
#include <Engine/Renderer/Passes/RenderPass.h>
#include <Engine/Renderer/Passes/FullscreenGpu.h>
#include <vulkan/vulkan.hpp>
#include <vector>
namespace Engine::Passes {
class TAAPass final : public RenderPass {
public:
TAAPass(FullscreenGpu& gpu, f32 historyAlpha,
RG::TextureHandle hdrColor, RG::TextureHandle velocity,
RG::TextureHandle taaColor);
~TAAPass() override = default;
void Register(RG::RenderGraph& rg) override;
void OnTargetsRebuilt(RG::RenderGraph& rg) override;
private:
FullscreenGpu& m_Gpu;
f32 m_HistoryAlpha;
RG::TextureHandle m_HDR;
RG::TextureHandle m_Velocity;
RG::TextureHandle m_TAAColor; // 输出 = 下一帧的历史
std::vector<vk::DescriptorSet> m_Sets; // per-slot
};
} // namespace Engine::Passes
#endif //HELLOVULKAN_TAAPASS_H