feat: GPUDriven 实例化渲染——draw 数与实体数解耦

- UniformBuffer ring 支持 eStorageBuffer usage(GPUDriven 实例矩阵
  per-frame-slot,正确性保证与 UBO 一致:fence 等待后写入)
- DescriptorManager 加 UpdateStorageBuffer;池补 STORAGE_BUFFER 类型
- Set0 新增 binding1 = 实例矩阵 SSBO(vertex 读取,std430)
- Forward pass 重写:每帧从 ECS 收集实例矩阵(按 mesh 聚合 batch,
  两趟遍历保证 batch 区间连续),同 mesh 的 N 个实体合并为
  一次 drawIndexed(instanceCount=N),firstInstance 指向 batch 起点;
  vertex shader 经 gl_InstanceIndex 取模型矩阵,forward 不再用 push
- draw 数 = 唯一 mesh 数,与实体数量解耦(4096 实例上限,
  超出截断告警;聚合改哈希为后续 TODO)

验证:8 pass 全活,validation 0 error 0 warning,GPU Timings 面板
实测各 pass 毫秒,场景渲染与阴影正确
This commit is contained in:
2026-09-22 19:46:17 +08:00
parent 41e4cc85d5
commit 7fca721a24
10 changed files with 138 additions and 50 deletions
+3 -1
View File
@@ -30,7 +30,9 @@ namespace Engine
Mesh(const Mesh&) = delete;
Mesh& operator=(const Mesh&) = delete;
void Draw(vk::CommandBuffer cmd) const;
// instanceCount/firstInstance:GPUDriven 按 mesh 分 batch 后,
// 同 mesh 的 N 个实体一次 draw 完成,模型矩阵经实例索引取
void Draw(vk::CommandBuffer cmd, u32 instanceCount = 1, u32 firstInstance = 0) const;
Material* GetMaterial() const { return m_Material.get(); }
u32 GetIndexCount() const { return m_IndexCount; }
+14
View File
@@ -31,6 +31,14 @@ namespace Engine {
namespace ECS { class Scene; }
namespace Assets { class AssetManager; }
class ImGuiLayer;
class Mesh;
// GPUDriven:按 mesh 聚合的绘制批
struct InstanceBatch {
Mesh* mesh;
u32 first; // 在实例矩阵数组中的起始下标
u32 count; // 实例数
};
// Renderer 职责(收敛后):
// 1. 装配底层模块(Device/Swapchain/Sync/Command/Descriptor/Shader)
@@ -78,6 +86,7 @@ namespace Engine {
Scope<SyncManager> m_SyncManager;
Scope<CommandManager> m_CommandManager;
Scope<UniformBuffer> m_UniformBuffer;
Scope<UniformBuffer> m_ObjectBuffer; // GPUDriven 实例矩阵 ring(SSBO)
Scope<RG::RenderGraph> m_RenderGraph;
// ---- 管线装配(shader object 方案,无 vk::Pipeline)----
@@ -128,6 +137,11 @@ namespace Engine {
Assets::AssetManager* m_BoundAssets = nullptr;
glm::mat4 m_LightSpace{1.0f}; // 阴影光源 VP(每帧由 Render 算好)
// GPUDriven:当帧实例数据(Render 期收集,Forward pass 消费)
std::vector<InstanceBatch> m_InstanceBatches;
std::vector<glm::mat4> m_InstanceModels;
static constexpr u32 kMaxInstances = 4096;
// 可选叠加层(不拥有;Application 持有)
ImGuiLayer* m_ImGuiLayer = nullptr;
@@ -34,6 +34,8 @@ namespace Engine {
void UpdateUniformBuffer(vk::DescriptorSet set, u32 binding,
vk::Buffer buffer, u64 size);
void UpdateStorageBuffer(vk::DescriptorSet set, u32 binding,
vk::Buffer buffer, u64 size);
void UpdateTexture(vk::DescriptorSet set, u32 binding,
vk::Sampler sampler, vk::ImageView view);
+4 -1
View File
@@ -25,8 +25,11 @@ namespace Engine {
// 接口已按"写入哪个槽位"设计,届时只是内部实现替换。
class UniformBuffer {
public:
// usage:默认 eUniformBuffer;GPUDriven 实例数据传 eStorageBuffer
//(ring 化的正确性保证对所有 per-frame 数据一致)
UniformBuffer(Device& device, MemoryAllocator& allocator,
u64 size, u32 frameCount);
u64 size, u32 frameCount,
vk::BufferUsageFlags usage = vk::BufferUsageFlagBits::eUniformBuffer);
~UniformBuffer() = default;
UniformBuffer(const UniformBuffer&) = delete;