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
+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);
}