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
+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);
}
}