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
+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