feat: RenderGraph 帧历史资源(ReadHistory)+ TemporalDiff 验证 pass

- PassBuilder::ReadHistory:读上一帧槽位 ((slot-1+F) mod F) 的物理镜像,
  TAA/运动模糊等时域效果的前置能力,RG 最后一个已知边界补齐
- 历史读不建拓扑边(跨帧依赖由同队列提交序保证)、不入本帧状态链、
  不改生命周期;剔除照常参与(生产者存活判定)
- 历史 barrier:首帧走 first(old=Undefined),之后走 steady 且
  src=ALL_COMMANDS|MEMORY_WRITE 显式闭合跨帧可用性+可见性;
  有历史读的资源,常规 entry steady 的 src 同样升级(历史读打破了
  同槽位 fence 全等保前提)
- TemporalDiff 调试 pass:|上一帧−当前帧|×增益,静止=黑/运动边缘发光
  即链路正确;Tonemap binding2 经 push 开关切调试视图
- 编译零错误、validation 零警告、8 秒冒烟通过(9 pass 全活跃)
This commit is contained in:
2026-09-23 13:05:10 +08:00
parent 0de8498350
commit c75832e73e
15 changed files with 294 additions and 17 deletions
+7
View File
@@ -166,6 +166,13 @@ protected:
renderer.SetBloomStrength(strength);
}
// 调试视图:帧历史差异(静止=黑,运动边缘发光=链路正确)
bool temporalDiff = renderer.GetShowTemporalDiff();
if (ImGui::Checkbox("Temporal Diff View", &temporalDiff))
{
renderer.SetShowTemporalDiff(temporalDiff);
}
// Pass 级 GPU 耗时(RG timestamp)
ImGui::Separator();
ImGui::Text("GPU Timings");
+1 -1
View File
@@ -124,7 +124,7 @@ namespace Engine {
u64 m_FrameCount = 0;
// 帧率控制
bool m_VSync = false; // 垂直同步(present 自带节奏)
bool m_VSync = true; // 垂直同步(present 自带节奏)
f32 m_TargetFps = 60.0f; // 限帧目标(≥24)
std::chrono::steady_clock::time_point m_LastFrameTime;
@@ -16,7 +16,6 @@
//
// 已知边界(后续演进点):
// - 暂不支持异步 compute queue / 跨队列信号量
// - 暂不支持内存别名(需 VMA)与帧历史资源(TAA 等)
// - 同一 pass 内对同一资源"读+写"(input attachment / RWM)未建模
//
@@ -98,6 +97,10 @@ namespace Engine::RG {
vk::ImageView View(TextureHandle h) const;
vk::Image Image(TextureHandle h) const;
// 帧历史资源:上一帧槽位的物理镜像((slot + framesInFlight - 1) % F)。
// 采样描述符经 GetPhysicalView(h, 历史槽位) 预绑(同阴影图模式)。
u32 HistorySlot(u32 frameSlot) const;
class RenderGraph* graph = nullptr;
};
@@ -131,6 +134,10 @@ namespace Engine::RG {
};
std::vector<SlotState> slots;
// 是否存在帧历史读(Compile 期校验:历史资源必须有同帧正常使用,
// 否则没有物理镜像可读)
bool hasHistoryUse = false;
// Compile 期状态链解算用(执行序上的"当前"状态)
vk::ImageLayout chainLayout = vk::ImageLayout::eUndefined;
vk::PipelineStageFlags2 chainStage{};
@@ -150,6 +157,7 @@ namespace Engine::RG {
u32 resIndex;
ResourceUse use;
vk::ShaderStageFlags readStage; // ShaderRead 时的消费 stage
bool history = false; // 帧历史读:读上一帧槽位的物理镜像
};
std::vector<Use> uses;
ExecuteFn exec;
@@ -161,10 +169,12 @@ namespace Engine::RG {
// steady = 该槽位已被使用过(从 resting 状态出发)
// first = 该槽位首次使用(从 Undefined 出发)
// imported 资源恒用 first(acquire 后 layout 语义上为 Undefined)
// history = 帧历史读(操作上一帧槽位的镜像,steady 变体带跨帧可见性同步)
struct BarrierPair {
u32 resIndex;
vk::ImageMemoryBarrier2 steady;
vk::ImageMemoryBarrier2 first;
bool history = false;
};
std::vector<BarrierPair> barriers;
};
@@ -195,6 +205,11 @@ namespace Engine::RG {
// 注意:物理镜像按槽位各一份,槽位变化/重编译后必须重新获取。
vk::ImageView GetPhysicalView(TextureHandle h, u32 frameSlot) const;
// 帧历史槽位 = 上一帧使用的槽位:(slot - 1 + F) mod F
u32 HistorySlot(u32 frameSlot) const {
return (frameSlot + m_FramesInFlight - 1) % m_FramesInFlight;
}
// ---- Pass 声明 ----
class PassBuilder {
@@ -202,6 +217,12 @@ namespace Engine::RG {
PassBuilder& Write(TextureHandle h, ResourceUse use);
PassBuilder& Read(TextureHandle h, ResourceUse use,
vk::ShaderStageFlags stage = vk::ShaderStageFlagBits::eFragment);
// 帧历史读:读上一帧槽位的物理镜像(TAA/运动模糊/时域滤波用)。
// - 不产生图内边:跨帧依赖由同队列提交序 + 历史 barrier 保证
// - 资源必须有同帧正常使用(否则无物理镜像),Compile 期校验
// - 采样描述符在 pass 内用 GetPhysicalView(h, HistorySlot(slot)) 预绑
PassBuilder& ReadHistory(TextureHandle h, ResourceUse use,
vk::ShaderStageFlags stage = vk::ShaderStageFlagBits::eFragment);
PassBuilder& SideEffect();
private:
@@ -37,6 +37,7 @@ namespace Engine {
bool useACES = true;
f32 bloomThreshold = 1.0f; // HDR 域亮度阈值
f32 bloomStrength = 0.8f; // 叠加强度
bool showTemporalDiff = false; // 调试视图:显示帧历史差异
};
class FullscreenGpu {
@@ -48,10 +49,11 @@ namespace Engine {
FullscreenGpu(const FullscreenGpu&) = delete;
FullscreenGpu& operator=(const FullscreenGpu&) = delete;
vk::DescriptorSetLayout setLayout; // Set0 = {输入0, 输入1}
vk::DescriptorSetLayout setLayout; // Set0 = {输入0, 输入1, 调试输入}
vk::PipelineLayout layout; // push 16B(FullscreenPush)
vk::Sampler sampler;
vk::ShaderEXT vert{}, extractFrag{}, blurFrag{}, tonemapFrag{};
vk::ShaderEXT diffFrag{}; // temporal_diff(帧历史调试)
// 各 pass 自己持有 per-slot set;分配统一走这里
vk::DescriptorSet AllocateSet();
@@ -0,0 +1,40 @@
//
// Created by atdunbg on 2026/9/23.
//
// TemporalDiffPass:帧历史链路调试视图。
// 读 HDRColor 的帧历史镜像(ReadHistory)与当前帧,输出 |prev − cur| × 增益。
// 静止画面纯黑、运动边缘发光 = 帧历史机制正确;噪声/残影错位 = 有 bug。
// 也是 RenderGraph::ReadHistory 的参考实现(TAA 照此模式接入)。
//
#ifndef HELLOVULKAN_TEMPORALDIFFPASS_H
#define HELLOVULKAN_TEMPORALDIFFPASS_H
#include <Engine/Renderer/Passes/RenderPass.h>
#include <Engine/Renderer/Passes/FullscreenGpu.h>
#include <vulkan/vulkan.hpp>
#include <vector>
namespace Engine::Passes {
class TemporalDiffPass final : public RenderPass {
public:
TemporalDiffPass(FullscreenGpu& gpu, f32 gain,
RG::TextureHandle hdrColor, RG::TextureHandle output);
~TemporalDiffPass() override = default;
void Register(RG::RenderGraph& rg) override;
void OnTargetsRebuilt(RG::RenderGraph& rg) override;
private:
FullscreenGpu& m_Gpu;
f32 m_Gain;
RG::TextureHandle m_HDR;
RG::TextureHandle m_Output;
std::vector<vk::DescriptorSet> m_Sets; // per-slot
};
} // namespace Engine::Passes
#endif //HELLOVULKAN_TEMPORALDIFFPASS_H
@@ -20,7 +20,7 @@ namespace Engine::Passes {
public:
TonemapPass(FullscreenGpu& gpu, PostProcessParams& params,
RG::TextureHandle hdrColor, RG::TextureHandle bloomA,
RG::TextureHandle backbuffer);
RG::TextureHandle temporalDiff, RG::TextureHandle backbuffer);
~TonemapPass() override = default;
void Register(RG::RenderGraph& rg) override;
@@ -31,6 +31,7 @@ namespace Engine::Passes {
PostProcessParams& m_Params;
RG::TextureHandle m_HDR;
RG::TextureHandle m_A;
RG::TextureHandle m_TemporalDiff; // 调试视图输入(当前帧槽位)
RG::TextureHandle m_Backbuffer;
std::vector<vk::DescriptorSet> m_Sets; // per-slot
@@ -79,6 +79,9 @@ namespace Engine {
void SetBloomThreshold(f32 v);
f32 GetBloomStrength() const;
void SetBloomStrength(f32 v);
// 调试视图:显示帧历史差异(TemporalDiff pass 产出)
bool GetShowTemporalDiff() const;
void SetShowTemporalDiff(bool b);
// pass 级 GPU 耗时(最近完成帧,毫秒;与 GetPassGpuMs 下标对应)
const std::vector<std::string>& GetPassNames() const { return m_PassNames; }
@@ -125,6 +128,7 @@ namespace Engine {
RG::TextureHandle m_HDRColor{}; // Forward 输出(线性 HDR),Tonemap 归一
RG::TextureHandle m_BloomA{}; // 半分辨率:提取 + 垂直模糊结果
RG::TextureHandle m_BloomB{}; // 半分辨率:水平模糊中间结果
RG::TextureHandle m_TemporalDiff{}; // 半分辨率:帧历史差异(调试)
// pass 共享的可调参数(Renderer 持有,App 层访问器转发)
Scope<Passes::PostProcessParams> m_PostParams;
+1 -1
View File
@@ -61,7 +61,7 @@ namespace Engine
vk::Format m_Format;
vk::Extent2D m_Extent;
bool m_VSync = false;
bool m_VSync = true;
};
} // namespace Engine
+92 -6
View File
@@ -130,6 +130,23 @@ namespace Engine::RG {
return *this;
}
RenderGraph::PassBuilder& RenderGraph::PassBuilder::ReadHistory(
TextureHandle h, ResourceUse use, vk::ShaderStageFlags stage)
{
m_Graph.CheckMutable();
m_Graph.CheckHandle(h);
auto& entry = m_Graph.m_Textures[h.index];
if (entry.imported) {
// swapchain image 不按槽位持久存在,历史读无意义
throw std::runtime_error(
"RenderGraph: history read of imported resource '" + entry.name +
"' is not supported");
}
entry.hasHistoryUse = true;
m_Graph.m_Passes[m_PassIndex].uses.push_back({h.index, use, stage, true});
return *this;
}
RenderGraph::PassBuilder& RenderGraph::PassBuilder::SideEffect()
{
m_Graph.CheckMutable();
@@ -265,6 +282,7 @@ namespace Engine::RG {
bool keep = pass.sideEffect;
for (const auto& use : pass.uses) {
// 帧历史读照常参与:它消费了上一帧的产出,生产者必须存活
if (IsWriteUse(use.use) && readByKept[use.resIndex]) {
keep = true;
} else if (m_Textures[use.resIndex].imported) {
@@ -317,6 +335,11 @@ namespace Engine::RG {
auto& lw = lastWriter[use.resIndex];
auto& readers = pendingReaders[use.resIndex];
// 帧历史读不建边:它消费的是上一帧槽位的物理镜像(与本帧
// 任何写操作无资源竞争),跨帧依赖由同队列提交序 + 历史
// barrier(ALL_COMMANDS 可见性同步)保证
if (use.history) continue;
if (IsWriteUse(use.use)) {
for (u32 r : readers) addEdge(r, i); // WAR
readers.clear();
@@ -363,6 +386,7 @@ namespace Engine::RG {
for (u32 pos = 0; pos < m_ExecutionOrder.size(); ++pos) {
const u32 passIdx = m_ExecutionOrder[pos];
for (const auto& use : m_Passes[passIdx].uses) {
if (use.history) continue; // 帧历史读不改变本帧状态链与生命周期
auto& entry = m_Textures[use.resIndex];
if (entry.firstPass < 0) entry.firstPass = static_cast<i32>(pos);
entry.lastPass = static_cast<i32>(pos);
@@ -387,6 +411,7 @@ namespace Engine::RG {
// ---- Pass A:状态链推演 ----
for (const u32 passIdx : m_ExecutionOrder) {
for (const auto& use : m_Passes[passIdx].uses) {
if (use.history) continue; // 历史读操作另一槽位的镜像,不入本帧链
auto& entry = m_Textures[use.resIndex];
entry.chainLayout = UseLayout(use.use);
entry.chainStage = UseDstStage(use);
@@ -416,6 +441,36 @@ namespace Engine::RG {
for (const auto& use : pass.uses) {
auto& entry = m_Textures[use.resIndex];
// ---- 帧历史读:操作上一帧槽位的物理镜像,不进入本帧状态链。
// first = 该槽位镜像从未用过(图刚编译/重编译),old=Undefined
// steady = 跨帧可见性同步:src=ALL_COMMANDS|MEMORY_WRITE
// 覆盖上一帧提交对该镜像的全部写入(同队列提交序
// 保证 barrier 执行时上一帧命令已全部完成,
// ALL_COMMANDS 把可用性+可见性显式闭合),
// old/new = resting layout(历史镜像静止在读布局)
if (use.history) {
const vk::ImageLayout desiredLayout = UseLayout(use.use);
const vk::PipelineStageFlags2 dstStage = UseDstStage(use);
const vk::AccessFlags2 dstAccess = UseDstAccess(use);
vk::ImageMemoryBarrier2 first;
first.setSrcStageMask(vk::PipelineStageFlagBits2::eNone)
.setSrcAccessMask(vk::AccessFlagBits2::eNone)
.setDstStageMask(dstStage)
.setDstAccessMask(dstAccess)
.setOldLayout(vk::ImageLayout::eUndefined)
.setNewLayout(desiredLayout)
.setSubresourceRange({entry.aspect, 0, 1, 0, 1});
vk::ImageMemoryBarrier2 steady = first;
steady.setSrcStageMask(vk::PipelineStageFlagBits2::eAllCommands)
.setSrcAccessMask(vk::AccessFlagBits2::eMemoryWrite)
.setOldLayout(entry.restingLayout);
pass.barriers.push_back({use.resIndex, steady, first, true});
continue; // 不推进 chain:本帧链只描述当前槽位镜像
}
const vk::ImageLayout desiredLayout = UseLayout(use.use);
const vk::PipelineStageFlags2 dstStage = UseDstStage(use);
const vk::AccessFlags2 dstAccess = UseDstAccess(use);
@@ -451,6 +506,17 @@ namespace Engine::RG {
steady = makeBarrier(entry.restingLayout,
entry.restingStage,
entry.restingAccess);
if (entry.hasHistoryUse) {
// 历史读打破了"同槽位两次进入之间有 fence 全等保"
// 的前提(上一帧对该槽位镜像的历史读不在本槽位
// fence 的保护范围内),src 升级为 ALL_COMMANDS
// 覆盖跨帧的一切触碰
steady.setSrcStageMask(
vk::PipelineStageFlagBits2::eAllCommands)
.setSrcAccessMask(
vk::AccessFlagBits2::eMemoryWrite |
vk::AccessFlagBits2::eMemoryRead);
}
}
pass.barriers.push_back({use.resIndex, steady, first});
@@ -481,7 +547,16 @@ namespace Engine::RG {
void RenderGraph::AllocatePhysical()
{
for (auto& entry : m_Textures) {
if (entry.imported || entry.firstPass < 0) continue;
if (entry.imported) continue;
// 帧历史校验:历史资源必须有同帧正常使用(否则既无产出也无镜像)
if (entry.hasHistoryUse && entry.firstPass < 0) {
throw std::runtime_error(
"RenderGraph: history-read resource '" + entry.name +
"' has no same-frame use (nothing to read history of)");
}
if (entry.firstPass < 0) continue;
// 显式尺寸优先;否则 = 目标尺寸 × sizeScale(后处理降采样)
vk::Extent2D extent{
@@ -649,21 +724,27 @@ namespace Engine::RG {
for (const auto& bp : pass.barriers) {
auto& entry = m_Textures[bp.resIndex];
u32 imageSlot = frame.frameSlot;
bool useFirst;
if (entry.imported) {
useFirst = true; // 恒为 Undefined 起点
} else if (bp.history) {
// 帧历史:操作上一帧槽位的物理镜像。
// used 标记持久(跨帧),首帧走 first,之后走 steady
imageSlot = HistorySlot(frame.frameSlot);
useFirst = !entry.slots[imageSlot].used;
entry.slots[imageSlot].used = true;
} else {
auto& slot = entry.slots[frame.frameSlot];
useFirst = !slot.used;
slot.used = true;
useFirst = !entry.slots[imageSlot].used;
entry.slots[imageSlot].used = true;
}
vk::ImageMemoryBarrier2 b = useFirst ? bp.first : bp.steady;
// image 句柄在执行期绑定:imported 用当帧 acquire 的 image,
// created 用当前帧槽位的物理镜像(每个槽位各有一份)
// created 用当前帧槽位(历史 barrier 用上一帧槽位)的物理镜像
b.setImage(entry.imported
? entry.importedImage
: entry.physical[frame.frameSlot]->image);
: entry.physical[imageSlot]->image);
m_ScratchBarriers.push_back(b);
}
@@ -707,6 +788,11 @@ namespace Engine::RG {
return entry.physical[frame.frameSlot]->image;
}
u32 RenderGraphContext::HistorySlot(u32 frameSlot) const
{
return graph->HistorySlot(frameSlot);
}
// ---------- 工具 / 统计 ----------
TextureEntry& RenderGraph::GetEntry(TextureHandle h)
+13 -2
View File
@@ -16,12 +16,16 @@ namespace Engine::Passes
ShaderManager& shaders)
: m_Device(device), m_Descriptors(descriptors)
{
// Set0 = {HDR 颜色图, Bloom 图},push = 16B 通用结构
// Set0 = {HDR 颜色图, Bloom 图, 调试输入},push = 16B 通用结构
//(binding2 只被 tonemap 的调试视图使用;bloom 系 shader 静态
// 使用的 binding 是布局的子集,合法)
std::vector<DescriptorBinding> bindings = {
{0, vk::DescriptorType::eCombinedImageSampler,
vk::ShaderStageFlagBits::eFragment},
{1, vk::DescriptorType::eCombinedImageSampler,
vk::ShaderStageFlagBits::eFragment},
{2, vk::DescriptorType::eCombinedImageSampler,
vk::ShaderStageFlagBits::eFragment},
};
setLayout = descriptors.CreateLayout(bindings);
@@ -59,13 +63,19 @@ namespace Engine::Passes
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{setLayout},
static_cast<u32>(sizeof(FullscreenPush)));
auto diffF = shaders.CreateFromFile(
shaderDir + "temporal_diff.frag.spv",
vk::ShaderStageFlagBits::eFragment,
std::vector<vk::DescriptorSetLayout>{setLayout},
static_cast<u32>(sizeof(FullscreenPush)));
vert = vertShader.Handle;
tonemapFrag = tonemapF.Handle;
extractFrag = extractF.Handle;
blurFrag = blurF.Handle;
diffFrag = diffF.Handle;
if (!vert || !tonemapFrag || !extractFrag || !blurFrag) {
if (!vert || !tonemapFrag || !extractFrag || !blurFrag || !diffFrag) {
ENGINE_FATAL("FullscreenGpu: failed to create shader objects");
}
}
@@ -78,6 +88,7 @@ namespace Engine::Passes
if (tonemapFrag) vkDevice.destroyShaderEXT(tonemapFrag);
if (extractFrag) vkDevice.destroyShaderEXT(extractFrag);
if (blurFrag) vkDevice.destroyShaderEXT(blurFrag);
if (diffFrag) vkDevice.destroyShaderEXT(diffFrag);
vkDevice.destroySampler(sampler);
vkDevice.destroyPipelineLayout(layout);
@@ -0,0 +1,49 @@
//
// Created by atdunbg on 2026/9/23.
//
#include <Engine/Renderer/Passes/TemporalDiffPass.h>
#include <Engine/Core/FrameContext.h>
namespace Engine::Passes
{
TemporalDiffPass::TemporalDiffPass(FullscreenGpu& gpu, f32 gain,
RG::TextureHandle hdrColor,
RG::TextureHandle output)
: m_Gpu(gpu), m_Gain(gain), m_HDR(hdrColor), m_Output(output)
{
m_Sets.resize(kMaxFramesInFlight);
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_Sets[slot] = m_Gpu.AllocateSet();
}
}
void TemporalDiffPass::Register(RG::RenderGraph& rg)
{
// 帧历史读 + 当前帧读:同一虚拟资源的两个槽位镜像在同一个
// pass 里采样(TAA 的标准形态)。历史读不建图内边,跨帧同步
// 由 RG 的历史 barrier(ALL_COMMANDS 可见性)保证。
rg.AddPass("TemporalDiff",
[this](RG::RenderGraphContext& ctx) {
m_Gpu.RecordFullscreen(ctx, ctx.View(m_Output), m_Gpu.diffFrag,
m_Sets[ctx.frame.frameSlot],
FullscreenPush{0.0f, m_Gain, 0.0f, 0.0f});
})
.ReadHistory(m_HDR, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Read(m_HDR, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Write(m_Output, RG::ResourceUse::ColorAttachment);
}
void TemporalDiffPass::OnTargetsRebuilt(RG::RenderGraph& rg)
{
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
// binding0 = 帧历史(上一帧槽位镜像),binding1 = 当前帧
m_Gpu.UpdateSetInput(m_Sets[slot], 0, rg, m_HDR,
rg.HistorySlot(slot));
m_Gpu.UpdateSetInput(m_Sets[slot], 1, rg, m_HDR, slot);
}
}
} // namespace Engine::Passes
+10 -2
View File
@@ -9,9 +9,11 @@ namespace Engine::Passes
{
TonemapPass::TonemapPass(FullscreenGpu& gpu, PostProcessParams& params,
RG::TextureHandle hdrColor, RG::TextureHandle bloomA,
RG::TextureHandle temporalDiff,
RG::TextureHandle backbuffer)
: m_Gpu(gpu), m_Params(params),
m_HDR(hdrColor), m_A(bloomA), m_Backbuffer(backbuffer)
m_HDR(hdrColor), m_A(bloomA), m_TemporalDiff(temporalDiff),
m_Backbuffer(backbuffer)
{
m_Sets.resize(kMaxFramesInFlight);
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
@@ -28,12 +30,17 @@ namespace Engine::Passes
m_Sets[ctx.frame.frameSlot],
FullscreenPush{m_Params.exposure,
m_Params.useACES ? 1.0f : 0.0f,
m_Params.bloomStrength, 0.0f});
m_Params.bloomStrength,
m_Params.showTemporalDiff ? 1.0f : 0.0f});
})
.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
.Read(m_HDR, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Read(m_A, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
// shader 静态采样 binding2(调试视图开关在 push constant 里),
// 声明读否则本 pass 的产出无人消费会被剔除、镜像也不会分配
.Read(m_TemporalDiff, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment);
}
@@ -42,6 +49,7 @@ namespace Engine::Passes
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_A, slot);
m_Gpu.UpdateSetInput(m_Sets[slot], 2, rg, m_TemporalDiff, slot);
}
}
+13 -1
View File
@@ -16,6 +16,7 @@
#include <Engine/Renderer/Passes/ForwardPass.h>
#include <Engine/Renderer/Passes/BloomPass.h>
#include <Engine/Renderer/Passes/TonemapPass.h>
#include <Engine/Renderer/Passes/TemporalDiffPass.h>
#include <Engine/Renderer/Passes/ImGuiPass.h>
#include <Engine/Renderer/Passes/PresentPass.h>
#include <Engine/Vulkan/Device.h>
@@ -143,6 +144,8 @@ namespace Engine
void Renderer::SetBloomThreshold(f32 v) { m_PostParams->bloomThreshold = v; }
f32 Renderer::GetBloomStrength() const { return m_PostParams->bloomStrength; }
void Renderer::SetBloomStrength(f32 v) { m_PostParams->bloomStrength = v; }
bool Renderer::GetShowTemporalDiff() const { return m_PostParams->showTemporalDiff; }
void Renderer::SetShowTemporalDiff(bool b) { m_PostParams->showTemporalDiff = b; }
u32 Renderer::GetMainInstanceCount() const
{
@@ -194,6 +197,12 @@ namespace Engine
"BloomB",
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat, 0, 0, 0.5f});
// 帧历史差异(调试视图):|上一帧 − 当前帧| × 增益。
// 帧历史机制(ReadHistory)的验证消费端,也是 TAA 的参考形态
m_TemporalDiff = m_RenderGraph->CreateTexture(
"TemporalDiff",
RG::TextureDesc{vk::Format::eR16G16B16A16Sfloat, 0, 0, 0.5f});
// ---- pass 注册:执行序由拓扑排序决定,与注册顺序无关 ----
// 要加新 pass:new 一个 RenderPass 子类,在这里 push 一行。
FrameSceneData& frame = m_SceneRenderer->Frame();
@@ -201,10 +210,13 @@ namespace Engine
*m_SceneGpu, frame, m_ShadowMap));
m_Passes.push_back(CreateScope<Passes::ForwardPass>(
*m_SceneGpu, frame, m_HDRColor, m_Depth, m_ShadowMap));
m_Passes.push_back(CreateScope<Passes::TemporalDiffPass>(
*m_FullscreenGpu, /*gain*/ 8.0f, m_HDRColor, m_TemporalDiff));
m_Passes.push_back(CreateScope<Passes::BloomPass>(
*m_FullscreenGpu, *m_PostParams, m_HDRColor, m_BloomA, m_BloomB));
m_Passes.push_back(CreateScope<Passes::TonemapPass>(
*m_FullscreenGpu, *m_PostParams, m_HDRColor, m_BloomA, m_Backbuffer));
*m_FullscreenGpu, *m_PostParams, m_HDRColor, m_BloomA,
m_TemporalDiff, m_Backbuffer));
m_Passes.push_back(CreateScope<Passes::ImGuiPass>(
&m_ImGuiLayer, m_Backbuffer));
m_Passes.push_back(CreateScope<Passes::PresentPass>(m_Backbuffer));
+28
View File
@@ -0,0 +1,28 @@
#version 450
// TemporalDiff:帧历史链路调试视图。
// 输出 |上一帧 HDR − 当前帧 HDR| × 增益:
// - 静止画面应接近纯黑(两帧内容一致)
// - 运动的实体边缘发光(时域差异可见)
// - 全屏噪声 / 错位残影 = 帧历史 barrier 或槽位镜像绑定错误
// 这是 RenderGraph 帧历史资源(ReadHistory)的验证消费端。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D prevImage; // 帧历史(上一帧槽位镜像)
layout(set = 0, binding = 1) uniform sampler2D currImage; // 当前帧
// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
layout(push_constant) uniform PushConstants {
float exposure; // 与其它全屏 pass 布局一致(本 pass 不用)
float gain; // 差异增益
float param1;
float param2;
} pc;
void main() {
vec3 prev = texture(prevImage, fragUV).rgb;
vec3 curr = texture(currImage, fragUV).rgb;
outColor = vec4(abs(prev - curr) * pc.gain, 1.0);
}
+9 -1
View File
@@ -10,13 +10,14 @@ layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D hdrImage;
layout(set = 0, binding = 1) uniform sampler2D bloomImage;
layout(set = 0, binding = 2) uniform sampler2D temporalDiffImage; // 帧历史差异(调试视图)
// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
layout(push_constant) uniform PushConstants {
float exposure; // 曝光系数
float aces; // >0.5 启用 ACES 曲线,否则纯 gamma
float bloomStrength; // bloom 叠加强度(0 = 关闭)
float _pad0;
float debugView; // >0.5 显示帧历史差异视图(TemporalDiff)
} pc;
vec3 acesFilm(vec3 x) {
@@ -24,6 +25,13 @@ vec3 acesFilm(vec3 x) {
}
void main() {
// 调试视图:帧历史差异(静止=黑,运动边缘发光)
if (pc.debugView > 0.5) {
vec3 d = clamp(texture(temporalDiffImage, fragUV).rgb, 0.0, 1.0);
outColor = vec4(pow(d, vec3(1.0 / 2.2)), 1.0);
return;
}
// bloom 在 HDR 域叠加(半分辨率模糊图线性采样上采样)
vec4 hdrTex = texture(hdrImage, fragUV);
vec3 hdr = hdrTex.rgb + texture(bloomImage, fragUV).rgb * pc.bloomStrength;