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
+29 -11
View File
@@ -8,6 +8,7 @@
#include <Engine/Renderer/Material.h>
#include <array>
#include <span>
namespace Engine::Passes
{
@@ -20,12 +21,21 @@ namespace Engine::Passes
clearValue.color = vk::ClearColorValue(
std::array<float, 4>{0.1f, 0.1f, 0.1f, 0.0f});
vk::RenderingAttachmentInfo colorAttachment;
colorAttachment.setImageView(ctx.View(m_HDRColor))
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
.setClearValue(clearValue);
vk::RenderingAttachmentInfo colorAttachments[2];
colorAttachments[0].setImageView(ctx.View(m_HDRColor))
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
.setClearValue(clearValue);
// velocity 附件:清 0 = 静止(背景无几何 → 历史原位采样)
vk::ClearValue velocityClear;
velocityClear.color = vk::ClearColorValue(std::array<float, 4>{0.f, 0.f, 0.f, 0.f});
colorAttachments[1].setImageView(ctx.View(m_Velocity))
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
.setClearValue(velocityClear);
vk::RenderingAttachmentInfo depthAttachment;
depthAttachment.setImageView(ctx.View(m_Depth))
@@ -35,10 +45,13 @@ namespace Engine::Passes
.setClearValue(vk::ClearValue(
vk::ClearDepthStencilValue(1.0f, 0)));
std::array<vk::RenderingAttachmentInfo, 2> colorArray = {
colorAttachments[0], colorAttachments[1]};
vk::RenderingInfo renderingInfo;
renderingInfo.setRenderArea({{0, 0}, ctx.extent})
.setLayerCount(1)
.setColorAttachments(colorAttachment)
.setColorAttachments(colorArray)
.setPDepthAttachment(&depthAttachment);
cmd.beginRendering(renderingInfo);
@@ -95,8 +108,6 @@ namespace Engine::Passes
cmd.setScissorWithCount(scissor);
vk::Bool32 blendEnable = VK_FALSE;
cmd.setColorBlendEnableEXT(0, blendEnable);
vk::ColorBlendEquationEXT blendEquation;
blendEquation.setSrcColorBlendFactor(vk::BlendFactor::eOne)
.setDstColorBlendFactor(vk::BlendFactor::eZero)
@@ -104,14 +115,20 @@ namespace Engine::Passes
.setSrcAlphaBlendFactor(vk::BlendFactor::eOne)
.setDstAlphaBlendFactor(vk::BlendFactor::eZero)
.setAlphaBlendOp(vk::BlendOp::eAdd);
cmd.setColorBlendEquationEXT(0, blendEquation);
vk::ColorComponentFlags colorWriteMask =
vk::ColorComponentFlagBits::eR |
vk::ColorComponentFlagBits::eG |
vk::ColorComponentFlagBits::eB |
vk::ColorComponentFlagBits::eA;
cmd.setColorWriteMaskEXT(0, colorWriteMask);
// 两个颜色附件(HDR + velocity)都是无混合直写
cmd.setColorBlendEnableEXT(0,
std::array<vk::Bool32, 2>{blendEnable, blendEnable});
cmd.setColorBlendEquationEXT(0,
std::array<vk::ColorBlendEquationEXT, 2>{blendEquation, blendEquation});
cmd.setColorWriteMaskEXT(0,
std::array<vk::ColorComponentFlags, 2>{colorWriteMask, colorWriteMask});
// ---- 绘制:GPUDriven 按 mesh 分 batch(相机视锥剔除后)----
// 实例矩阵已由 Renderer 写入 ObjectBuffer(per-slot SSBO);
@@ -127,6 +144,7 @@ namespace Engine::Passes
cmd.endRendering();
})
.Write(m_HDRColor, RG::ResourceUse::ColorAttachment)
.Write(m_Velocity, RG::ResourceUse::ColorAttachment)
.Write(m_Depth, RG::ResourceUse::DepthAttachment)
.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment);
+9 -1
View File
@@ -68,14 +68,21 @@ namespace Engine::Passes
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{setLayout},
static_cast<u32>(sizeof(FullscreenPush)));
auto taaF = shaders.CreateFromFile(
shaderDir + "taa.frag.spv",
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{setLayout},
static_cast<u32>(sizeof(FullscreenPush)));
vert = vertShader.Handle;
tonemapFrag = tonemapF.Handle;
extractFrag = extractF.Handle;
blurFrag = blurF.Handle;
diffFrag = diffF.Handle;
taaFrag = taaF.Handle;
if (!vert || !tonemapFrag || !extractFrag || !blurFrag || !diffFrag) {
if (!vert || !tonemapFrag || !extractFrag || !blurFrag ||
!diffFrag || !taaFrag) {
ENGINE_FATAL("FullscreenGpu: failed to create shader objects");
}
}
@@ -89,6 +96,7 @@ namespace Engine::Passes
if (extractFrag) vkDevice.destroyShaderEXT(extractFrag);
if (blurFrag) vkDevice.destroyShaderEXT(blurFrag);
if (diffFrag) vkDevice.destroyShaderEXT(diffFrag);
if (taaFrag) vkDevice.destroyShaderEXT(taaFrag);
vkDevice.destroySampler(sampler);
vkDevice.destroyPipelineLayout(layout);
+8 -1
View File
@@ -15,15 +15,19 @@ namespace Engine::Passes
{
SceneGpu::SceneGpu(Device& device, DescriptorManager& descriptors,
ShaderManager& shaders,
UniformBuffer& ubo, UniformBuffer& objectBuffer)
UniformBuffer& ubo, UniformBuffer& objectBuffer,
UniformBuffer& prevObjectBuffer)
: m_Device(device), m_Descriptors(descriptors)
{
// Set 0: UBO + GPUDriven 实例数据(SSBO,vertex 读取)
// + 上一帧实例矩阵(TAA velocity,vertex 读取)
std::vector<DescriptorBinding> uboBindings = {
{0, vk::DescriptorType::eUniformBuffer,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{1, vk::DescriptorType::eStorageBuffer,
vk::ShaderStageFlagBits::eVertex},
{2, vk::DescriptorType::eStorageBuffer,
vk::ShaderStageFlagBits::eVertex},
};
uboSetLayout = descriptors.CreateLayout(uboBindings);
@@ -103,6 +107,9 @@ namespace Engine::Passes
uboSets[slot], 0, ubo.Get(slot), ubo.GetSize());
descriptors.UpdateStorageBuffer(
uboSets[slot], 1, objectBuffer.Get(slot), objectBuffer.GetSize());
descriptors.UpdateStorageBuffer(
uboSets[slot], 2, prevObjectBuffer.Get(slot),
prevObjectBuffer.GetSize());
shadowSets[slot] = descriptors.AllocateDescriptorSet(shadowSetLayout);
}
+51
View File
@@ -0,0 +1,51 @@
//
// Created by atdunbg on 2026/9/23.
//
#include <Engine/Renderer/Passes/TAAPass.h>
#include <Engine/Core/FrameContext.h>
namespace Engine::Passes
{
TAAPass::TAAPass(FullscreenGpu& gpu, f32 historyAlpha,
RG::TextureHandle hdrColor, RG::TextureHandle velocity,
RG::TextureHandle taaColor)
: m_Gpu(gpu), m_HistoryAlpha(historyAlpha),
m_HDR(hdrColor), m_Velocity(velocity), m_TAAColor(taaColor)
{
m_Sets.resize(kMaxFramesInFlight);
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_Sets[slot] = m_Gpu.AllocateSet();
}
}
void TAAPass::Register(RG::RenderGraph& rg)
{
rg.AddPass("TAA",
[this](RG::RenderGraphContext& ctx) {
m_Gpu.RecordFullscreen(ctx, ctx.View(m_TAAColor), m_Gpu.taaFrag,
m_Sets[ctx.frame.frameSlot],
FullscreenPush{0.0f, m_HistoryAlpha, 0.0f, 0.0f});
})
.Read(m_HDR, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Read(m_Velocity, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
// 自引用历史:TAAColor 的上一帧槽位就是累积历史
.ReadHistory(m_TAAColor, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Write(m_TAAColor, RG::ResourceUse::ColorAttachment);
}
void TAAPass::OnTargetsRebuilt(RG::RenderGraph& rg)
{
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_Gpu.UpdateSetInput(m_Sets[slot], 0, rg, m_HDR, slot);
m_Gpu.UpdateSetInput(m_Sets[slot], 1, rg, m_Velocity, slot);
// binding2 = 历史(上一帧槽位镜像)
m_Gpu.UpdateSetInput(m_Sets[slot], 2, rg, m_TAAColor,
rg.HistorySlot(slot));
}
}
} // namespace Engine::Passes