feat: ACES tonemap + Bloom 后处理链(Extract/BlurH/BlurV 半分辨率)

- ACES(Narkowicz) 经 push 开关启用,exposure 接 ImGui 滑条
- RG: TextureDesc 支持 sizeScale 相对尺寸;per-pass 渲染尺寸解析
  (半分辨率 pass 的 viewport 由此决定)
- RG Toposort 重写:RAW+WAR+WAW 按声明序逐资源建边,支持多写者
  ping-pong 资源(旧逻辑对 reader 连接所有 writer,ping-pong 成环)
- GetPhysicalView 缺物理镜像时 throw(ENGINE_FATAL 只记日志不中止)
- 全屏 pass 通用 16B push + 公共录制 lambda,Extract/Blur/Tonemap 复用
This commit is contained in:
2026-09-22 19:18:51 +08:00
parent 601fd8997c
commit 908e688178
9 changed files with 352 additions and 67 deletions
+144 -25
View File
@@ -56,6 +56,16 @@ namespace Engine
constexpr u32 kShadowMapSize = 2048;
constexpr u32 kShadowPushSize = static_cast<u32>(2 * sizeof(glm::mat4));
// 全屏 pass 通用 push(16B):所有全屏 pass(Tonemap/Bloom 系)
// 统一声明与推送,规避 VUID-08878 的"range 定义必须一致"
struct FullscreenPush {
f32 exposure;
f32 param0; // 各 pass 自定语义(tonemap: aces 开关)
f32 param1;
f32 param2;
};
constexpr u32 kFullscreenPushSize = static_cast<u32>(sizeof(FullscreenPush));
// 光源正交包围盒(覆盖当前场景;后续按场景 AABB 自适应)
constexpr f32 kLightOrthoExtent = 15.0f;
constexpr f32 kLightDistance = 30.0f;
@@ -147,16 +157,19 @@ namespace Engine
.setCompareEnable(VK_FALSE);
m_ShadowSampler = m_Device->GetDevice().createSampler(shadowSamplerInfo);
// 7.5 Tonemap pass 装配:Set0 = HDR 颜色图,push = {exposure}
std::vector<DescriptorBinding> tonemapBindings = {
// 7.5 全屏后处理装配(Tonemap + Bloom 共用一套 layout/sampler):
// Set0 = {HDR 颜色图, Bloom 图},push = 16B 通用结构
std::vector<DescriptorBinding> fullscreenBindings = {
{0, vk::DescriptorType::eCombinedImageSampler,
vk::ShaderStageFlagBits::eFragment},
{1, vk::DescriptorType::eCombinedImageSampler,
vk::ShaderStageFlagBits::eFragment},
};
m_TonemapSetLayout = m_DescriptorManager->CreateLayout(tonemapBindings);
m_TonemapSetLayout = m_DescriptorManager->CreateLayout(fullscreenBindings);
m_TonemapPipelineLayout = m_DescriptorManager->CreatePipelineLayout(
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
sizeof(f32));
kFullscreenPushSize);
m_TonemapSampler = m_Device->GetDevice().createSampler(
vk::SamplerCreateInfo{}
@@ -170,17 +183,32 @@ namespace Engine
auto tonemapVert = m_ShaderManager->CreateFromFile(
shaderDir + "tonemap.vert.spv",
vk::ShaderStageFlagBits::eVertex,
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout}, sizeof(f32));
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
kFullscreenPushSize);
auto tonemapFrag = m_ShaderManager->CreateFromFile(
shaderDir + "tonemap.frag.spv",
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout}, sizeof(f32));
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
kFullscreenPushSize);
auto bloomExtractFrag = m_ShaderManager->CreateFromFile(
shaderDir + "bloom_extract.frag.spv",
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
kFullscreenPushSize);
auto bloomBlurFrag = m_ShaderManager->CreateFromFile(
shaderDir + "bloom_blur.frag.spv",
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
kFullscreenPushSize);
m_TonemapVertShader = tonemapVert.Handle;
m_TonemapFragShader = tonemapFrag.Handle;
m_BloomExtractFrag = bloomExtractFrag.Handle;
m_BloomBlurFrag = bloomBlurFrag.Handle;
if (!m_TonemapVertShader || !m_TonemapFragShader) {
ENGINE_FATAL("Failed to create tonemap shader objects");
if (!m_TonemapVertShader || !m_TonemapFragShader ||
!m_BloomExtractFrag || !m_BloomBlurFrag) {
ENGINE_FATAL("Failed to create fullscreen shader objects");
}
// 8. Swapchain(只管呈现;深度图由 RenderGraph 创建)
@@ -199,6 +227,9 @@ namespace Engine
m_UBODescriptorSets.resize(kMaxFramesInFlight);
m_ShadowDescriptorSets.resize(kMaxFramesInFlight);
m_TonemapDescriptorSets.resize(kMaxFramesInFlight);
m_BloomExtractSets.resize(kMaxFramesInFlight);
m_BloomBlurHSets.resize(kMaxFramesInFlight);
m_BloomBlurVSets.resize(kMaxFramesInFlight);
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_UBODescriptorSets[slot] =
m_DescriptorManager->AllocateDescriptorSet(m_UBOSetLayout);
@@ -211,6 +242,13 @@ namespace Engine
m_TonemapDescriptorSets[slot] =
m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
m_BloomExtractSets[slot] =
m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
m_BloomBlurHSets[slot] =
m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
m_BloomBlurVSets[slot] =
m_DescriptorManager->AllocateDescriptorSet(m_TonemapSetLayout);
}
// 11. RenderGraph:声明 + 编译(场景在 Render(Scene&) 时按帧绑定)
@@ -218,7 +256,7 @@ namespace Engine
// Compile 已分配物理镜像:把各槽位的阴影图/HDR view 绑进描述符
UpdateShadowDescriptors();
UpdateTonemapDescriptors();
UpdateFullscreenDescriptors();
ENGINE_INFO("Renderer initialized");
}
@@ -247,6 +285,12 @@ namespace Engine
if (m_TonemapFragShader) {
vkDevice.destroyShaderEXT(m_TonemapFragShader);
}
if (m_BloomExtractFrag) {
vkDevice.destroyShaderEXT(m_BloomExtractFrag);
}
if (m_BloomBlurFrag) {
vkDevice.destroyShaderEXT(m_BloomBlurFrag);
}
vkDevice.destroySampler(m_ShadowSampler);
vkDevice.destroySampler(m_TonemapSampler);
@@ -300,6 +344,14 @@ namespace Engine
"HDRColor",
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat});
// Bloom ping-pong:半分辨率(sizeScale 相对目标尺寸,resize 自动跟随)
m_BloomA = m_RenderGraph->CreateTexture(
"BloomA",
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat, 0, 0, 0.5f});
m_BloomB = m_RenderGraph->CreateTexture(
"BloomB",
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat, 0, 0, 0.5f});
// ---- Shadow pass:光源视角写深度(所有渲染体都写入,不做实体级开关——
// castShadow 应由材质/实体数据驱动剔除,而非 pass 逻辑特判)----
m_RenderGraph->AddPass("Shadow",
@@ -527,11 +579,12 @@ namespace Engine
.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment);
// ---- Tonemap pass:HDR → 显示空间,全屏三角无顶点缓冲 ----
// 显示变换在此显式建模(此前隐式依赖 Srgb 附件,是设计欠账)。
// Backbuffer 从此只接收"显示空间"颜色:tonemap 直接写、ImGui 叠加。
m_RenderGraph->AddPass("Tonemap",
[this](RG::RenderGraphContext& ctx) {
// ---- 全屏 pass 公共录制:动态状态/draw 全一致,仅附件 view、
// 输入 set、push 值不同(Extract/BlurH/BlurV/Tonemap 复用)----
auto recordFullscreen =
[this](RG::RenderGraphContext& ctx, vk::ImageView view,
vk::ShaderEXT frag, const vk::DescriptorSet& set,
const FullscreenPush& push) {
const vk::CommandBuffer cmd = ctx.cmd;
vk::ClearValue clearValue;
@@ -539,7 +592,7 @@ namespace Engine
std::array<float, 4>{0.0f, 0.0f, 0.0f, 1.0f});
vk::RenderingAttachmentInfo colorAttachment;
colorAttachment.setImageView(ctx.View(m_Backbuffer))
colorAttachment.setImageView(view)
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
@@ -557,12 +610,11 @@ namespace Engine
vk::ShaderStageFlagBits::eFragment
};
std::array<vk::ShaderEXT, 2> shaders = {
m_TonemapVertShader, m_TonemapFragShader};
m_TonemapVertShader, frag};
cmd.bindShadersEXT(stages, shaders);
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
m_TonemapPipelineLayout, 0,
m_TonemapDescriptorSets[ctx.frame.frameSlot], {});
m_TonemapPipelineLayout, 0, set, {});
// ---- 动态状态(无深度附件、无顶点输入)----
cmd.setRasterizerDiscardEnable(VK_FALSE);
@@ -592,17 +644,65 @@ namespace Engine
cmd.setViewportWithCount(viewport);
cmd.setScissorWithCount(vk::Rect2D({0, 0}, ctx.extent));
const f32 exposure = 1.0f; // TODO: 接 ImGui 曝光滑条
cmd.pushConstants(m_TonemapPipelineLayout,
vk::ShaderStageFlagBits::eVertex |
vk::ShaderStageFlagBits::eFragment,
0, sizeof(f32), &exposure);
0, kFullscreenPushSize, &push);
cmd.draw(3, 1, 0, 0);
cmd.endRendering();
};
// ---- Bloom:Extract(HDR 软阈值)→ BlurH → BlurV,全部半分辨率 ----
m_RenderGraph->AddPass("BloomExtract",
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
recordFullscreen(ctx, ctx.View(m_BloomA), m_BloomExtractFrag,
m_BloomExtractSets[ctx.frame.frameSlot],
FullscreenPush{0.0f, m_BloomThreshold, 0.0f, 0.0f});
})
.Read(m_HDRColor, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Write(m_BloomA, RG::ResourceUse::ColorAttachment);
m_RenderGraph->AddPass("BloomBlurH",
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
recordFullscreen(ctx, ctx.View(m_BloomB), m_BloomBlurFrag,
m_BloomBlurHSets[ctx.frame.frameSlot],
FullscreenPush{0.0f,
1.0f / ctx.extent.width, 0.0f,
0.0f});
})
.Read(m_BloomA, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Write(m_BloomB, RG::ResourceUse::ColorAttachment);
m_RenderGraph->AddPass("BloomBlurV",
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
recordFullscreen(ctx, ctx.View(m_BloomA), m_BloomBlurFrag,
m_BloomBlurVSets[ctx.frame.frameSlot],
FullscreenPush{0.0f, 0.0f,
1.0f / ctx.extent.height,
0.0f});
})
.Read(m_BloomB, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Write(m_BloomA, RG::ResourceUse::ColorAttachment);
// ---- Tonemap pass:HDR(+bloom)→ 显示空间,全屏三角无顶点缓冲 ----
// 显示变换在此显式建模(此前隐式依赖 Srgb 附件,是设计欠账)。
// Backbuffer 从此只接收"显示空间"颜色:tonemap 直接写、ImGui 叠加。
m_RenderGraph->AddPass("Tonemap",
[this, recordFullscreen](RG::RenderGraphContext& ctx) {
recordFullscreen(ctx, ctx.View(m_Backbuffer), m_TonemapFragShader,
m_TonemapDescriptorSets[ctx.frame.frameSlot],
FullscreenPush{m_Exposure,
m_UseACES ? 1.0f : 0.0f,
m_BloomStrength, 0.0f});
})
.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
.Read(m_HDRColor, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Read(m_BloomA, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment);
// ---- ImGui pass:叠加层(loadOp=Load,不清屏)----
@@ -661,7 +761,7 @@ namespace Engine
// 重编译后物理镜像可能变化,描述符重新绑定
UpdateShadowDescriptors();
UpdateTonemapDescriptors();
UpdateFullscreenDescriptors();
}
void Renderer::UpdateShadowDescriptors()
@@ -675,13 +775,32 @@ namespace Engine
}
}
void Renderer::UpdateTonemapDescriptors()
void Renderer::UpdateFullscreenDescriptors()
{
// 全屏 pass 的输入绑定(per-slot 物理镜像):
// Tonemap = {0: HDRColor, 1: BloomA}
// Extract = {0: HDRColor} (binding1 不用,可不写)
// BlurH = {0: BloomA}
// BlurV = {0: BloomB}
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
const vk::ImageView hdr =
m_RenderGraph->GetPhysicalView(m_HDRColor, slot);
const vk::ImageView bloomA =
m_RenderGraph->GetPhysicalView(m_BloomA, slot);
const vk::ImageView bloomB =
m_RenderGraph->GetPhysicalView(m_BloomB, slot);
m_DescriptorManager->UpdateTexture(
m_TonemapDescriptorSets[slot], 0,
m_TonemapSampler,
m_RenderGraph->GetPhysicalView(m_HDRColor, slot));
m_TonemapDescriptorSets[slot], 0, m_TonemapSampler, hdr);
m_DescriptorManager->UpdateTexture(
m_TonemapDescriptorSets[slot], 1, m_TonemapSampler, bloomA);
m_DescriptorManager->UpdateTexture(
m_BloomExtractSets[slot], 0, m_TonemapSampler, hdr);
m_DescriptorManager->UpdateTexture(
m_BloomBlurHSets[slot], 0, m_TonemapSampler, bloomA);
m_DescriptorManager->UpdateTexture(
m_BloomBlurVSets[slot], 0, m_TonemapSampler, bloomB);
}
}