资产浏览器可视化改造 + 材质缩略图 GPU 烘焙 + 纹理上传批式化

- 资产浏览器可视化与配色:面板重构(网格/列表/缩略图)、AssetKind 分类、
  EditorColors 统一配色、AssetItemView 抽出条目绘制;HierarchyPanel/
  MaterialEditorPanel 同步调整
- 材质缩略图改走 GPU 回读烘焙:MaterialPreviewPass 新增 bake pass
  (SDR atlas → host staging copyImageToBuffer)、Renderer 提供
  Request/PollMaterialPreviewBake(无 waitIdle,依赖 per-slot fence),
  Editor 每帧排空后注入 ThumbnailCache——脱离预览 tile 池,消除"滚出视野
  即失效/池耗尽"两问题
- 缩略图失效:BakedIdentity(serial, editVersion) 与当前材质身份比对,
  换贴图槽(重载新 serial)/调参数(editVersion++)不符即 Invalidate 重烘,
  修"修改材质后资产浏览器缩略图不更新"
- 材质加载闸门:每帧至多 1 个 + 按实测耗时冷却,替代固定 2/帧
- 纹理上传批式化:VulkanAssetUploader 新增路径纹理缓存(跨材质去重,
  同一贴图只解码/上传一次)+ 同批新纹理合并为单 cmd/单 submit/单 fence;
  Texture 抽出 RecordPixelsUpload/CreateDeferred/ReleasePendingStaging,
  析构兜底释放 staging;MaterialAsset 纹理所有权移交 uploader 缓存——
  修大材质目录首次打开卡顿
This commit is contained in:
2026-10-18 20:05:29 +08:00
parent 2df6e57b61
commit 84cf547704
25 changed files with 2105 additions and 380 deletions
+135 -12
View File
@@ -9,6 +9,9 @@
#include "MaterialEditorPanel.h"
#include "MaterialAssetUtil.h"
#include "AssetItemView.h" // 纹理选择器网格(缩略图瓦片)
#include "EditorColors.h"
#include "ThumbnailCache.h"
#include <Engine/ECS/Components.h>
#include <Engine/Renderer/Model.h>
@@ -17,6 +20,7 @@
#include <cstdio>
#include <filesystem>
#include <string>
namespace {
@@ -34,6 +38,125 @@ namespace {
}
constexpr float kPreviewSize = 128.0f; // 编辑器顶部大球(Inspector 槽位为 48²)
// 纹理槽缩略图(同时是拖拽落点):Content Browser 拖纹理资产落入即
// 指派该槽(kTextureDragPayload)。空槽显示 "nil" 占位
void SlotThumb(const std::string& texPath, float sz, int slotIdx,
int& pendingSlot, std::string& pendingPath)
{
const ImVec4 accent = EditorColors::kTexture;
ImGui::Dummy(ImVec2(sz, sz));
const ImVec2 p0 = ImGui::GetItemRectMin();
const ImVec2 p1 = ImGui::GetItemRectMax();
const bool hovered = ImGui::IsItemHovered();
ImDrawList* dl = ImGui::GetWindowDrawList();
bool drawn = false;
if (!texPath.empty())
{
const ThumbView v = EditorThumbnailCache::Get().Request(texPath);
if (v.state == ThumbView::State::Ready)
{
float fw = sz, fh = sz;
if (v.w > 0 && v.h > 0)
{
if (v.w >= v.h) fh = sz * static_cast<float>(v.h) / v.w;
else fw = sz * static_cast<float>(v.w) / v.h;
}
const ImVec2 f0(p0.x + (sz - fw) * 0.5f,
p0.y + (sz - fh) * 0.5f);
dl->AddImage(v.tex, f0, ImVec2(f0.x + fw, f0.y + fh));
drawn = true;
}
}
if (!drawn)
{
// 背板只在未出图时铺:出图时叠加会污染透明像素
dl->AddRectFilled(
p0, p1,
ImGui::GetColorU32(ImVec4(accent.x * 0.25f, accent.y * 0.25f,
accent.z * 0.25f, 1.0f)),
3.0f);
const char* lbl = texPath.empty() ? "nil" : "TEX";
const ImVec2 ts = ImGui::CalcTextSize(lbl);
dl->AddText(ImVec2(p0.x + (sz - ts.x) * 0.5f,
p0.y + (sz - ts.y) * 0.5f),
ImGui::GetColorU32(texPath.empty()
? EditorColors::kOther
: accent),
lbl);
}
dl->AddRect(p0, p1,
ImGui::GetColorU32(hovered ? EditorColors::Lighten(accent,
0.3f)
: accent),
3.0f);
if (ImGui::BeginDragDropTarget())
{
if (const ImGuiPayload* pl =
ImGui::AcceptDragDropPayload(kTextureDragPayload))
{
pendingSlot = slotIdx;
pendingPath = std::string(static_cast<const char*>(pl->Data));
}
ImGui::EndDragDropTarget();
}
}
// 纹理选择器内容(弹窗内):<none> 清除入口 + 缩略图网格。
// 返回 true = 本次有选择,选中路径写入 out(空串 = <none>)
bool TexturePickerContent(const EditorContext& ctx, std::string& out)
{
bool picked = false;
if (ImGui::Selectable("<none>"))
{
out.clear();
picked = true;
}
ImGui::Separator();
const auto& files = EditorMaterialUtil::AssetTextureFiles();
if (files.empty())
{
ImGui::TextDisabled("(no textures under assets/)");
return picked;
}
constexpr float kTile = 64.0f;
const float cellW = kTile + ImGui::GetStyle().CellPadding.x * 2.0f;
int cols = static_cast<int>(360.0f / cellW);
if (cols < 1)
{
cols = 1;
}
ImGui::BeginChild("##texgrid", ImVec2(360.0f, 260.0f),
ImGuiChildFlags_Borders);
if (ImGui::BeginTable("##grid", cols, ImGuiTableFlags_SizingFixedFit))
{
for (int i = 0; i < cols; ++i)
{
ImGui::TableSetupColumn("##c",
ImGuiTableColumnFlags_WidthFixed,
cellW);
}
for (const auto& f : files)
{
ImGui::TableNextColumn();
const auto r =
EditorAssetView::DrawTile(ctx, f, kTile, false);
if (r.clicked)
{
out = f;
picked = true;
}
}
ImGui::EndTable();
}
ImGui::EndChild();
return picked;
}
} // namespace
void MaterialEditorPanel::OpenAsset(const std::string& path)
@@ -228,10 +351,17 @@ void MaterialEditorPanel::DrawAssetMode(const EditorContext& ctx)
"Emissive", "Ao", "Roughness"};
int pendingSlot = -1;
std::string pendingPath;
const float thumbSz = ImGui::GetTextLineHeight() * 1.8f;
for (Engine::u32 s = 0; s < Engine::Material::kSlotCount; ++s)
{
std::string tp = asset->GetData().texPaths[s];
ImGui::PushID(static_cast<int>(s));
// 缩略图块(落点:拖入纹理资产即指派该槽)
SlotThumb(tp, thumbSz, static_cast<int>(s), pendingSlot, pendingPath);
ImGui::SameLine();
ImGui::SetNextItemWidth(200.0f);
InputTextString(kSlotNames[s], tp);
if (ImGui::IsItemDeactivatedAfterEdit())
{
@@ -245,20 +375,13 @@ void MaterialEditorPanel::DrawAssetMode(const EditorContext& ctx)
}
if (ImGui::BeginPopup("tex_pick"))
{
// 清除入口(Unity/UE 语义):该槽置空 → 回退兜底贴图
if (ImGui::Selectable("<none>"))
// 弹窗内只做选择;pending 统一在循环外落盘(避免 popup 内
// 立即重建导致 asset 指针悬空)
std::string chosen;
if (TexturePickerContent(ctx, chosen))
{
pendingSlot = static_cast<int>(s);
pendingPath.clear();
}
ImGui::Separator();
for (const auto& f : EditorMaterialUtil::AssetTextureFiles())
{
if (ImGui::Selectable(f.c_str()))
{
pendingSlot = static_cast<int>(s);
pendingPath = f;
}
pendingPath = chosen;
}
ImGui::EndPopup();
}