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4 Commits
Author SHA1 Message Date
atdunbg 41e4cc85d5 feat: RenderGraph GPU timestamp profiling
- RG::SetQueryPool 可选注入;Execute 期每 pass 前后各写一枚
  writeTimestamp2(BOTTOM_OF_PIPE),索引按帧槽位分区 + 执行序排布
- 每帧录制开头 reset 本槽位查询区间(上一轮结果已在 fence 等待后读取)
- Renderer 在 WaitFence 后读 64bit 结果换算毫秒(timestampPeriod 缓存),
  经 GetPassNames/GetPassGpuMs 透出给 ImGui 面板显示
- 每槽位首帧跳过读取(查询尚未 primed,避免 VUID-09401)
2026-09-22 19:25:42 +08:00
atdunbg 908e688178 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
2026-09-22 19:18:51 +08:00
atdunbg 601fd8997c feat: 输入隔离——ImGui WantCapture 在 Window 层门控事件与轮询 2026-09-22 19:18:51 +08:00
atdunbg 952ba8135d feat: HDR 管线 + Tonemap pass,显示变换显式建模
管线:Shadow → Forward(写 HDRColor R16G16B16A16F) → Tonemap →
ImGui(loadOp=Load) → Present。对齐 UE/Unity 结构:场景线性值
进 HDR 离屏图,Tonemap(全屏三角,exposure push + gamma 编码)
显式完成显示变换,Backbuffer 只接收显示空间颜色。

- Swapchain 改 B8G8R8A8Unorm:Srgb 附件会硬件二次提亮,UI 泛白
  (#4296FA→#8CCBFC);Unorm 下写什么显示什么,编码责任归 Tonemap
- Shader object push range 规则落地:程序级声明——同一 pass 的
  全部 shader EXT range 定义必须一致(VUID-08878),layout 同样
  按 vertex|fragment 声明,push 调用点覆盖全部声明 stage(VUID-01796)
- Tonemap 装配:Set0 = HDR 图(per-frame-slot 描述符 + GetPhysicalView),
  clamp 占位待 ACES 替换,bloom/FXAA 等后处理在 HDR 域插 pass
- CMake 加 imgui_demo.cpp(ShowDemoWindow 链接)
- 修复:m_TonemapDescriptorSets 未 resize 即下标写入(启动即崩)

验证:5 pass 全活,validation 0 error 0 warning,UI 原生色彩无泛白
2026-09-22 19:00:56 +08:00
17 changed files with 704 additions and 42 deletions
+37
View File
@@ -15,6 +15,7 @@
#include <Engine/ECS/EntityHandle.h>
#include <Engine/ECS/Components.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Renderer/Renderer.h>
#include <imgui.h>
@@ -23,6 +24,8 @@
#include <GLFW/glfw3.h>
#include "Engine/ImGui/ImGuiLayer.h"
using namespace Engine;
using namespace Engine::ECS;
@@ -114,6 +117,8 @@ protected:
{
if (!m_OverlayVisible) return;
ImGui::ShowDemoWindow();
ImGui::Begin("Scene Debug");
// 阴影光源方向:拖动滑条实时看影子变化
@@ -126,6 +131,38 @@ protected:
}
}
// Tonemap + Bloom 参数(HDR 后处理输出端)
auto& renderer = GetRenderer();
ImGui::Separator();
ImGui::Text("Tonemap");
f32 exposure = renderer.GetExposure();
if (ImGui::SliderFloat("exposure", &exposure, 0.1f, 4.0f)) {
renderer.SetExposure(exposure);
}
bool aces = renderer.GetUseACES();
if (ImGui::Checkbox("ACES", &aces)) {
renderer.SetUseACES(aces);
}
ImGui::Text("Bloom");
f32 threshold = renderer.GetBloomThreshold();
if (ImGui::SliderFloat("threshold", &threshold, 0.0f, 2.0f)) {
renderer.SetBloomThreshold(threshold);
}
f32 strength = renderer.GetBloomStrength();
if (ImGui::SliderFloat("strength", &strength, 0.0f, 2.0f)) {
renderer.SetBloomStrength(strength);
}
// Pass 级 GPU 耗时(RG timestamp)
ImGui::Separator();
ImGui::Text("GPU Timings");
const auto& names = renderer.GetPassNames();
const auto& times = renderer.GetPassGpuMs();
for (size_t i = 0; i < names.size() && i < times.size(); ++i) {
ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
}
ImGui::Separator();
ImGui::Text("fps: %.1f frame: %llu",
1.0f / GetDeltaTime(),
+1
View File
@@ -9,6 +9,7 @@ set(IMGUI_SOURCES
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
${IMGUI_DIR}/imgui_demo.cpp # ShowDemoWindow 的实现(调试期保留)
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp
)
+15
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@@ -33,6 +33,17 @@ namespace Engine {
using EventCallbackFn = std::function<void(const Event&)>;
void SetEventCallback(EventCallbackFn callback) { m_EventCallback = std::move(callback); }
// 输入捕获:返回 true = 该类输入被 UI 占用(如 ImGui 窗口交互)。
// 生效范围:类型化事件回调(Key/Mouse*)+ 轮询接口
//(IsKeyPressed/GetMouseDelta)。窗口类事件(Resize/Close/Focus)不受影响。
// 未设置时全部放行(行为与无 UI 时一致)。
using CaptureFn = std::function<bool()>;
void SetInputCapture(CaptureFn keyboard, CaptureFn mouse)
{
m_KeyboardCapture = std::move(keyboard);
m_MouseCapture = std::move(mouse);
}
vk::SurfaceKHR CreateSurface(vk::Instance instance);
void DestroySurface(vk::Instance instance, vk::SurfaceKHR surface);
@@ -65,6 +76,10 @@ namespace Engine {
bool m_FramebufferResized = false;
EventCallbackFn m_EventCallback;
// UI 输入捕获(ImGui 接管时置位)
CaptureFn m_KeyboardCapture;
CaptureFn m_MouseCapture;
// GLFW 静态回调(通过 window user pointer 找回 this)
static void FramebufferResizeCallback(GLFWwindow* window, int width, int height);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
@@ -70,8 +70,9 @@ namespace Engine::RG {
struct TextureDesc {
vk::Format format = vk::Format::eUndefined;
u32 width = 0; // 0 = 跟随目标(swapchain)尺寸
u32 width = 0; // 0 = 跟随目标(swapchain)尺寸 × sizeScale
u32 height = 0;
f32 sizeScale = 1.0f; // 相对尺寸(后处理降采样用,如 bloom 0.5)
};
// ---------- 物理镜像 ----------
@@ -154,6 +155,7 @@ namespace Engine::RG {
ExecuteFn exec;
bool sideEffect = false; // 无读写但必须执行(compute 写 buffer 等)
bool culled = false;
vk::Extent2D extent{}; // 本 pass 的渲染尺寸(写入附件的最大分辨率,Compile 期解析)
// Compile 期预算好的 barrier:每个资源两个变体
// steady = 该槽位已被使用过(从 resting 状态出发)
@@ -225,6 +227,13 @@ namespace Engine::RG {
// 每帧执行:按编译好的顺序录命令。要求 cmd 处于 recording 状态。
void Execute(const FrameContext& frame);
// GPU timestamp(可选):注入 pool 后,每个 pass 前后各写一枚
// 时间戳,索引 = frameSlot * queriesPerFrame + 执行序位置 * 2。
// pool 由调用方创建(容量 ≥ framesInFlight × queriesPerFrame),
// 读取由调用方在本槽位 fence 等待之后进行。
void SetQueryPool(vk::QueryPool pool, u32 queriesPerFrame);
std::vector<std::string> GetPassNames() const;
// ---- 统计 ----
u32 GetPassCount() const;
@@ -274,6 +283,10 @@ namespace Engine::RG {
// 拓扑排序后的执行序(存 pass 下标)
std::vector<u32> m_ExecutionOrder;
// GPU timestamp(可选注入)
vk::QueryPool m_QueryPool{};
u32 m_QueriesPerFrame = 0;
// 物理资源池:key = (format, extent, usage),value = 空闲镜像列表
struct PoolKey {
u32 format;
+52
View File
@@ -64,6 +64,8 @@ namespace Engine {
void BuildGraph(); // 声明 pass 结构 + 首次 Compile
void HandleResize();
void UpdateShadowDescriptors();
void UpdateFullscreenDescriptors();
void ReadGpuTimes(u32 frameSlot);
Window& m_Window;
@@ -96,10 +98,30 @@ namespace Engine {
vk::ShaderEXT m_ShadowVertShader{};
vk::ShaderEXT m_ShadowFragShader{};
// Tonemap pass 装配:Set0 = {HDR 颜色图, Bloom 图},push = 16B
//(全屏 pass 通用:exposure/aces/bloomStrength/pad)
vk::PipelineLayout m_TonemapPipelineLayout;
vk::DescriptorSetLayout m_TonemapSetLayout;
std::vector<vk::DescriptorSet> m_TonemapDescriptorSets; // 每帧槽位一个
vk::Sampler m_TonemapSampler;
vk::ShaderEXT m_TonemapVertShader{};
vk::ShaderEXT m_TonemapFragShader{};
// Bloom:Extract(HDR→A) → BlurH(A→B) → BlurV(B→A),半分辨率
// 与 Tonemap 共用 set layout/pipeline layout/vertex shader
std::vector<vk::DescriptorSet> m_BloomExtractSets; // 每帧槽位
std::vector<vk::DescriptorSet> m_BloomBlurHSets;
std::vector<vk::DescriptorSet> m_BloomBlurVSets;
vk::ShaderEXT m_BloomExtractFrag{};
vk::ShaderEXT m_BloomBlurFrag{};
// ---- RenderGraph 资源句柄 ----
RG::TextureHandle m_Backbuffer{};
RG::TextureHandle m_Depth{};
RG::TextureHandle m_ShadowMap{};
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
// ---- 当帧绑定(Render() 期间有效,供 pass 回调读取)----
ECS::Scene* m_BoundScene = nullptr;
@@ -109,6 +131,36 @@ namespace Engine {
// 可选叠加层(不拥有;Application 持有)
ImGuiLayer* m_ImGuiLayer = nullptr;
// ---- Tonemap/Bloom 参数(ImGui 可调)----
f32 m_Exposure = 1.0f;
bool m_UseACES = true;
f32 m_BloomThreshold = 1.0f; // HDR 域亮度阈值
f32 m_BloomStrength = 0.8f; // 叠加强度
// GPU timestamp(pass 级耗时,ImGui 可读)
vk::QueryPool m_QueryPool;
u32 m_QueriesPerFrame = 0; // 每帧槽位的查询数 = pass 数 × 2
f32 m_TimestampPeriod = 1.0f; // ns/tick(设备属性缓存)
std::vector<std::string> m_PassNames; // 执行序 pass 名
std::vector<f32> m_PassGpuMs; // 最近一帧各 pass 耗时
bool m_TimesPrimed[2] = {false, false}; // 每槽位首帧跳过读取
public:
f32 GetExposure() const { return m_Exposure; }
void SetExposure(f32 e) { m_Exposure = e; }
bool GetUseACES() const { return m_UseACES; }
void SetUseACES(bool b) { m_UseACES = b; }
f32 GetBloomThreshold() const { return m_BloomThreshold; }
void SetBloomThreshold(f32 v) { m_BloomThreshold = v; }
f32 GetBloomStrength() const { return m_BloomStrength; }
void SetBloomStrength(f32 v) { m_BloomStrength = v; }
// 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; }
const std::vector<f32>& GetPassGpuMs() const { return m_PassGpuMs; }
private:
vk::Extent2D m_Extent{};
u32 m_CurrentFrame = 0;
};
@@ -42,7 +42,10 @@ namespace Engine {
vk::PipelineLayout CreatePipelineLayout(vk::DescriptorSetLayout layout,
u32 pushConstantSize);
// 多 set layout 的新接口
// 多 set layout 的新接口。
// push constant range 按程序级 vertex|fragment 声明(与
// ShaderManager 的 shader EXT 声明一致,VUID-08878);
// push 调用点必须带同样的双 stage(VUID-01796)
vk::PipelineLayout CreatePipelineLayout(
const std::vector<vk::DescriptorSetLayout>& layouts,
u32 pushConstantSize);
+8
View File
@@ -11,6 +11,8 @@
#include <Engine/Vulkan/Device.h>
#include <Engine/ImGui/ImGuiLayer.h>
#include <imgui.h>
#include <algorithm>
namespace Engine {
@@ -57,6 +59,12 @@ namespace Engine {
m_ImGuiLayer = CreateScope<ImGuiLayer>(GetWindow(), *m_Renderer);
m_Renderer->SetImGuiLayer(m_ImGuiLayer.get());
// 输入隔离:ImGui 想要的输入不再透给游戏侧
//(事件回调与轮询接口在 Window 层统一门控)
GetWindow().SetInputCapture(
[] { return ImGui::GetIO().WantCaptureKeyboard; },
[] { return ImGui::GetIO().WantCaptureMouse; });
}
void Application::Run()
+14
View File
@@ -29,6 +29,9 @@ namespace Engine
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback || key == GLFW_KEY_UNKNOWN) return;
// UI 捕获键盘时,游戏侧不收键盘事件(ImGui 后端链式回调自行处理)
if (self->m_KeyboardCapture && self->m_KeyboardCapture()) return;
Event e;
e.key = key;
e.type = (action == GLFW_PRESS) ? EventType::KeyPress
@@ -41,6 +44,7 @@ namespace Engine
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback) return;
if (self->m_MouseCapture && self->m_MouseCapture()) return;
Event e;
e.button = button;
@@ -53,6 +57,7 @@ namespace Engine
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback) return;
if (self->m_MouseCapture && self->m_MouseCapture()) return;
Event e;
e.type = EventType::MouseMove;
@@ -65,6 +70,7 @@ namespace Engine
{
auto* self = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (!self->m_EventCallback) return;
if (self->m_MouseCapture && self->m_MouseCapture()) return;
Event e;
e.type = EventType::MouseScroll;
@@ -165,6 +171,8 @@ namespace Engine
bool Window::IsKeyPressed(int key) const
{
// UI 捕获键盘时,轮询接口同样静默(相机等轮询型消费方)
if (m_KeyboardCapture && m_KeyboardCapture()) return false;
return glfwGetKey(m_Window, key) == GLFW_PRESS;
}
@@ -191,5 +199,11 @@ namespace Engine
lastX = mx;
lastY = my;
// UI 捕获鼠标时 delta 归零;lastX/Y 照常更新,避免释放后跳变
if (m_MouseCapture && m_MouseCapture())
{
dx = dy = 0.0f;
}
}
} // namespace Engine
+103 -30
View File
@@ -8,6 +8,7 @@
#include <algorithm>
#include <set>
#include <stdexcept>
namespace Engine::RG {
@@ -164,6 +165,22 @@ namespace Engine::RG {
for (auto& entry : m_Textures) ResolveUsage(entry);
// 每 pass 渲染尺寸 = 其写入附件的最大分辨率(半分辨率后处理的
// viewport/渲染区域由此决定);无写入(如 Present)回退目标尺寸
for (auto& pass : m_Passes) {
u32 w = 0, h = 0;
for (const auto& use : pass.uses) {
if (!IsWriteUse(use.use)) continue;
const auto& d = m_Textures[use.resIndex].desc;
w = std::max(w, d.width ? d.width
: std::max(1u, u32(m_TargetExtent.width * d.sizeScale)));
h = std::max(h, d.height ? d.height
: std::max(1u, u32(m_TargetExtent.height * d.sizeScale)));
}
pass.extent = vk::Extent2D(w ? w : m_TargetExtent.width,
h ? h : m_TargetExtent.height);
}
CullPasses();
Toposort();
ComputeLifetimes();
@@ -272,34 +289,43 @@ namespace Engine::RG {
void RenderGraph::Toposort()
{
// writer → reader 建边(去重),Kahn 拓扑排序。
// 声明顺序通常已是拓扑序,但引擎级实现必须显式校验,
// 避免上层重构 pass 顺序时引入环。
// 按资源在声明序上的使用序列建边,Kahn 拓扑排序。
// RAW:reader → 依赖声明序上它的上一个 writer
// WAR:writer → 依赖上一次 write 之后出现过的所有 reader
// WAW:writer → 上一个 writer
// 多写者(ping-pong 资源)合法:若对 reader 连接"所有"
// writer(含声明序在其后的),BlurH 会同时收到 Extract→BlurH 与
// BlurV→BlurH,而 BlurH→BlurV 又存在,直接成环。
// 声明顺序通常已是拓扑序,但引擎级实现必须显式校验。
std::vector<std::vector<u32>> writers(m_Textures.size());
for (u32 i = 0; i < m_Passes.size(); ++i) {
const u32 N = static_cast<u32>(m_Passes.size());
std::vector<std::set<u32>> adj(N);
std::vector<u32> indegree(N, 0);
auto addEdge = [&](u32 from, u32 to) {
if (from == to) return;
if (adj[from].insert(to).second) ++indegree[to];
};
constexpr u32 kNoWriter = UINT32_MAX;
std::vector<u32> lastWriter(m_Textures.size(), kNoWriter);
std::vector<std::set<u32>> pendingReaders(m_Textures.size());
for (u32 i = 0; i < N; ++i) {
if (m_Passes[i].culled) continue;
for (const auto& use : m_Passes[i].uses) {
auto& lw = lastWriter[use.resIndex];
auto& readers = pendingReaders[use.resIndex];
if (IsWriteUse(use.use)) {
writers[use.resIndex].push_back(i);
}
}
}
std::vector<std::set<u32>> adj(m_Passes.size());
std::vector<u32> indegree(m_Passes.size(), 0);
for (u32 q = 0; q < m_Passes.size(); ++q) {
if (m_Passes[q].culled) continue;
std::set<u32> seenWriters;
for (const auto& use : m_Passes[q].uses) {
if (IsWriteUse(use.use)) continue;
for (u32 p : writers[use.resIndex]) {
if (p == q || m_Passes[p].culled) continue;
if (seenWriters.insert(p).second) {
adj[p].insert(q);
++indegree[q];
}
for (u32 r : readers) addEdge(r, i); // WAR
readers.clear();
if (lw != kNoWriter) addEdge(lw, i); // WAW
lw = i;
} else {
if (lw != kNoWriter) addEdge(lw, i); // RAW
readers.insert(i);
}
}
}
@@ -309,7 +335,7 @@ namespace Engine::RG {
// 同层按声明序出队,保证确定性
std::set<u32> ready;
for (u32 i = 0; i < m_Passes.size(); ++i) {
for (u32 i = 0; i < N; ++i) {
if (!m_Passes[i].culled && indegree[i] == 0) ready.insert(i);
}
@@ -458,9 +484,14 @@ namespace Engine::RG {
for (auto& entry : m_Textures) {
if (entry.imported || 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{
entry.desc.width ? entry.desc.width : m_TargetExtent.width,
entry.desc.height ? entry.desc.height : m_TargetExtent.height
entry.desc.width
? entry.desc.width
: std::max(1u, u32(m_TargetExtent.width * entry.desc.sizeScale)),
entry.desc.height
? entry.desc.height
: std::max(1u, u32(m_TargetExtent.height * entry.desc.sizeScale))
};
for (u32 slot = 0; slot < m_FramesInFlight; ++slot) {
@@ -567,20 +598,55 @@ namespace Engine::RG {
const auto& entry = GetEntry(h);
if (entry.imported) return entry.importedView;
if (frameSlot >= entry.physical.size() || !entry.physical[frameSlot]) {
ENGINE_FATAL("RenderGraph: no physical image for '{}' slot {} "
"(compile first?)", entry.name, frameSlot);
// ENGINE_FATAL 只记日志不中止,这里必须 throw 才能拦住空指针
//(Application::Run 的 catch 会接住并干净退出)
throw std::runtime_error(
"RenderGraph: no physical image for '" + entry.name +
"' slot " + std::to_string(frameSlot));
}
return entry.physical[frameSlot]->view;
}
void RenderGraph::SetQueryPool(vk::QueryPool pool, u32 queriesPerFrame)
{
m_QueryPool = pool;
m_QueriesPerFrame = queriesPerFrame;
}
std::vector<std::string> RenderGraph::GetPassNames() const
{
std::vector<std::string> names;
names.reserve(m_ExecutionOrder.size());
for (const u32 passIdx : m_ExecutionOrder) {
names.push_back(m_Passes[passIdx].name);
}
return names;
}
// ---------- 执行 ----------
void RenderGraph::Execute(const FrameContext& frame)
{
// GPU timestamp:可选。池由 Renderer 创建注入;每帧开头重置本槽位
// 区间(上一轮结果已在 fence 等待后被读取),每个 pass 前后各一枚
// 时间戳(BOTTOM_OF_PIPE),索引按执行序排布
u32 tsPos = 0;
if (m_QueryPool) {
frame.cmd.resetQueryPool(m_QueryPool,
frame.frameSlot * m_QueriesPerFrame,
m_QueriesPerFrame);
}
for (const u32 passIdx : m_ExecutionOrder) {
auto& pass = m_Passes[passIdx];
if (pass.culled) continue;
if (m_QueryPool) {
frame.cmd.writeTimestamp2(
vk::PipelineStageFlagBits2::eBottomOfPipe,
m_QueryPool, frame.frameSlot * m_QueriesPerFrame + tsPos * 2);
}
// barrier:按槽位状态挑选变体,批量提交
m_ScratchBarriers.clear();
for (const auto& bp : pass.barriers) {
@@ -614,10 +680,17 @@ namespace Engine::RG {
RenderGraphContext ctx;
ctx.cmd = frame.cmd;
ctx.frame = frame;
ctx.extent = m_TargetExtent;
ctx.extent = pass.extent;
ctx.graph = this;
pass.exec(ctx);
}
if (m_QueryPool) {
frame.cmd.writeTimestamp2(
vk::PipelineStageFlagBits2::eBottomOfPipe,
m_QueryPool, frame.frameSlot * m_QueriesPerFrame + tsPos * 2 + 1);
}
++tsPos;
}
}
+323 -6
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;
@@ -147,6 +157,60 @@ namespace Engine
.setCompareEnable(VK_FALSE);
m_ShadowSampler = m_Device->GetDevice().createSampler(shadowSamplerInfo);
// 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(fullscreenBindings);
m_TonemapPipelineLayout = m_DescriptorManager->CreatePipelineLayout(
std::vector<vk::DescriptorSetLayout>{m_TonemapSetLayout},
kFullscreenPushSize);
m_TonemapSampler = m_Device->GetDevice().createSampler(
vk::SamplerCreateInfo{}
.setMagFilter(vk::Filter::eLinear)
.setMinFilter(vk::Filter::eLinear)
.setMipmapMode(vk::SamplerMipmapMode::eNearest)
.setAddressModeU(vk::SamplerAddressMode::eClampToEdge)
.setAddressModeV(vk::SamplerAddressMode::eClampToEdge)
.setAddressModeW(vk::SamplerAddressMode::eClampToEdge));
auto tonemapVert = m_ShaderManager->CreateFromFile(
shaderDir + "tonemap.vert.spv",
vk::ShaderStageFlagBits::eVertex,
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},
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 ||
!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)
m_Swapchain = CreateScope<Swapchain>(*m_Device, *m_Allocator, m_Window);
m_Extent = m_Swapchain->GetExtent();
@@ -162,6 +226,10 @@ 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);
@@ -171,13 +239,37 @@ namespace Engine
m_ShadowDescriptorSets[slot] =
m_DescriptorManager->AllocateDescriptorSet(m_ShadowSetLayout);
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)
BuildGraph();
// Compile 已分配物理镜像:把各槽位的阴影图 view 绑进描述符
// Compile 已分配物理镜像:把各槽位的阴影图/HDR view 绑进描述符
UpdateShadowDescriptors();
UpdateFullscreenDescriptors();
// 12. GPU timestamp:每 pass 两枚(前后),按帧槽位分区
m_QueriesPerFrame = static_cast<u32>(m_RenderGraph->GetPassCount()) * 2;
m_PassNames = m_RenderGraph->GetPassNames();
m_PassGpuMs.assign(m_RenderGraph->GetPassCount(), 0.0f);
vk::QueryPoolCreateInfo qpInfo;
qpInfo.setQueryType(vk::QueryType::eTimestamp)
.setQueryCount(m_QueriesPerFrame * kMaxFramesInFlight);
m_QueryPool = m_Device->GetDevice().createQueryPool(qpInfo);
m_RenderGraph->SetQueryPool(m_QueryPool, m_QueriesPerFrame);
m_TimestampPeriod = static_cast<f32>(
m_Device->GetPhysicalDevice().getProperties().limits.timestampPeriod);
ENGINE_INFO("Renderer initialized");
}
@@ -200,13 +292,31 @@ namespace Engine
if (m_ShadowFragShader) {
vkDevice.destroyShaderEXT(m_ShadowFragShader);
}
if (m_TonemapVertShader) {
vkDevice.destroyShaderEXT(m_TonemapVertShader);
}
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);
if (m_QueryPool) {
vkDevice.destroyQueryPool(m_QueryPool);
}
vkDevice.destroyPipelineLayout(m_PipelineLayout);
vkDevice.destroyPipelineLayout(m_ShadowPipelineLayout);
vkDevice.destroyPipelineLayout(m_TonemapPipelineLayout);
vkDevice.destroyDescriptorSetLayout(m_UBOSetLayout);
vkDevice.destroyDescriptorSetLayout(m_TextureSetLayout);
vkDevice.destroyDescriptorSetLayout(m_ShadowSetLayout);
vkDevice.destroyDescriptorSetLayout(m_TonemapSetLayout);
}
vk::Format Renderer::GetSwapchainFormat() const
@@ -243,6 +353,21 @@ namespace Engine
"ShadowMap",
RG::TextureDesc{vk::Format::eD32Sfloat, kShadowMapSize, kShadowMapSize});
// HDR 颜色图:Forward 的输出(线性光照值),Tonemap 显式完成
// 显示变换后写入 Backbuffer。对齐 UE/Unity 管线:
// SceneColor(HDR) → tonemapper → UI(UI 在 tonemap 之后叠加)
m_HDRColor = m_RenderGraph->CreateTexture(
"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",
@@ -321,8 +446,10 @@ namespace Engine
if (!model) return;
const ShadowPush push{m_LightSpace, transform.world};
// stage 必须覆盖 layout range 声明的全部 stage(VUID-01796)
cmd.pushConstants(m_ShadowPipelineLayout,
vk::ShaderStageFlagBits::eVertex,
vk::ShaderStageFlagBits::eVertex |
vk::ShaderStageFlagBits::eFragment,
0, kShadowPushSize, &push);
for (auto& mesh : model->GetMeshes()) {
@@ -345,7 +472,7 @@ namespace Engine
std::array<float, 4>{0.1f, 0.1f, 0.1f, 1.0f});
vk::RenderingAttachmentInfo colorAttachment;
colorAttachment.setImageView(ctx.View(m_Backbuffer))
colorAttachment.setImageView(ctx.View(m_HDRColor))
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
@@ -447,8 +574,10 @@ namespace Engine
Model* model = m_BoundAssets->GetModel(meshRenderer.model);
if (!model) return;
// stage 必须覆盖 layout range 声明的全部 stage(VUID-01796)
cmd.pushConstants(m_PipelineLayout,
vk::ShaderStageFlagBits::eVertex,
vk::ShaderStageFlagBits::eVertex |
vk::ShaderStageFlagBits::eFragment,
0, sizeof(glm::mat4), &transform.world);
for (auto& mesh : model->GetMeshes()) {
@@ -461,11 +590,137 @@ namespace Engine
cmd.endRendering();
})
.Write(m_Backbuffer, RG::ResourceUse::ColorAttachment)
.Write(m_HDRColor, RG::ResourceUse::ColorAttachment)
.Write(m_Depth, RG::ResourceUse::DepthAttachment)
.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment);
// ---- 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;
clearValue.color = vk::ClearColorValue(
std::array<float, 4>{0.0f, 0.0f, 0.0f, 1.0f});
vk::RenderingAttachmentInfo colorAttachment;
colorAttachment.setImageView(view)
.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
.setLoadOp(vk::AttachmentLoadOp::eClear)
.setStoreOp(vk::AttachmentStoreOp::eStore)
.setClearValue(clearValue);
vk::RenderingInfo renderingInfo;
renderingInfo.setRenderArea({{0, 0}, ctx.extent})
.setLayerCount(1)
.setColorAttachments(colorAttachment);
cmd.beginRendering(renderingInfo);
std::array<vk::ShaderStageFlagBits, 2> stages = {
vk::ShaderStageFlagBits::eVertex,
vk::ShaderStageFlagBits::eFragment
};
std::array<vk::ShaderEXT, 2> shaders = {
m_TonemapVertShader, frag};
cmd.bindShadersEXT(stages, shaders);
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
m_TonemapPipelineLayout, 0, set, {});
// ---- 动态状态(无深度附件、无顶点输入)----
cmd.setRasterizerDiscardEnable(VK_FALSE);
cmd.setDepthTestEnable(VK_FALSE);
cmd.setDepthWriteEnable(VK_FALSE);
cmd.setDepthBoundsTestEnable(VK_FALSE);
cmd.setStencilTestEnable(VK_FALSE);
cmd.setDepthBiasEnable(VK_FALSE);
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
cmd.setCullMode(vk::CullModeFlagBits::eNone);
cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
cmd.setPrimitiveRestartEnable(VK_FALSE);
cmd.setVertexInputEXT(
std::array<vk::VertexInputBindingDescription2EXT, 0>{},
std::array<vk::VertexInputAttributeDescription2EXT, 0>{});
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
vk::SampleMask sampleMask = 0xFFFFFFFF;
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
cmd.setAlphaToOneEnableEXT(VK_FALSE);
vk::Viewport viewport(0.0f, 0.0f,
static_cast<float>(ctx.extent.width),
static_cast<float>(ctx.extent.height),
0.0f, 1.0f);
cmd.setViewportWithCount(viewport);
cmd.setScissorWithCount(vk::Rect2D({0, 0}, ctx.extent));
cmd.pushConstants(m_TonemapPipelineLayout,
vk::ShaderStageFlagBits::eVertex |
vk::ShaderStageFlagBits::eFragment,
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)----
// 框架只负责把 draw data 录进 cmd;UI 内容全部由派生类
// 在 OnRenderOverlay() 里构建,框架自身不画任何 ImGui 控件。
@@ -520,8 +775,9 @@ namespace Engine
// RG 重编译:物理镜像按新尺寸轮换
m_RenderGraph->SetTargetExtent(m_Extent);
// 重编译后物理镜像可能变化,阴影描述符重新绑定
// 重编译后物理镜像可能变化,描述符重新绑定
UpdateShadowDescriptors();
UpdateFullscreenDescriptors();
}
void Renderer::UpdateShadowDescriptors()
@@ -535,6 +791,66 @@ namespace Engine
}
}
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, 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);
}
}
void Renderer::ReadGpuTimes(u32 frameSlot)
{
if (!m_QueryPool || m_QueriesPerFrame == 0) return;
// 每槽位首帧:该区间的查询尚未被 reset/写入,跳过一次读取
if (!m_TimesPrimed[frameSlot]) {
m_TimesPrimed[frameSlot] = true;
return;
}
const u32 passCount = m_QueriesPerFrame / 2;
std::vector<u64> ticks(m_QueriesPerFrame, 0);
// fence 已等待本槽位上一轮完成,结果必然可用(阻塞式 + 64bit)
const vk::Result r = m_Device->GetDevice().getQueryPoolResults(
m_QueryPool,
frameSlot * m_QueriesPerFrame, m_QueriesPerFrame,
sizeof(u64) * m_QueriesPerFrame,
ticks.data(), sizeof(u64),
vk::QueryResultFlagBits::e64 | vk::QueryResultFlagBits::eWait);
if (r != vk::Result::eSuccess) return;
for (u32 i = 0; i < passCount; ++i) {
const u64 start = ticks[i * 2];
const u64 end = ticks[i * 2 + 1];
m_PassGpuMs[i] = (end >= start)
? static_cast<f32>(end - start) * m_TimestampPeriod / 1.0e6f
: 0.0f;
}
}
void Renderer::Render(ECS::Scene& scene, Assets::AssetManager& assets)
{
m_BoundScene = &scene;
@@ -611,6 +927,7 @@ namespace Engine
// 此时本槽位的 fence 尚未 reset——先等它(保证 GPU 已完成本槽位上一轮),
// 再写 UBO,写-读竞争关闭。
m_SyncManager->WaitFence(frameSlot);
ReadGpuTimes(frameSlot); // fence 已等:上一轮该槽位的查询已就绪
m_UniformBuffer->Update(frameSlot, &ubo, sizeof(ubo));
m_SyncManager->ResetFence(frameSlot);
+7 -2
View File
@@ -115,14 +115,19 @@ namespace Engine
return m_Device.GetDevice().createPipelineLayout(info);
}
vk::PipelineLayout DescriptorManager::CreatePipelineLayout(const std::vector<vk::DescriptorSetLayout>& layouts,u32 pushConstantSize)
vk::PipelineLayout DescriptorManager::CreatePipelineLayout(const std::vector<vk::DescriptorSetLayout>& layouts,
u32 pushConstantSize)
{
vk::PipelineLayoutCreateInfo info;
info.setSetLayouts(layouts);
std::array<vk::PushConstantRange, 1> pushRanges;
if (pushConstantSize > 0) {
pushRanges[0].setStageFlags(vk::ShaderStageFlagBits::eVertex)
// 与 ShaderManager 一致:程序级 vertex|fragment 声明。
// 注意 vkCmdPushConstants 的 stageFlags 必须覆盖 range 的
// 全部 stage(VUID-01796),因此 push 调用点也要带双 stage
pushRanges[0].setStageFlags(vk::ShaderStageFlagBits::eVertex |
vk::ShaderStageFlagBits::eFragment)
.setOffset(0)
.setSize(pushConstantSize);
info.setPushConstantRanges(pushRanges);
+6 -1
View File
@@ -57,7 +57,12 @@ ShaderObject ShaderManager::CreateFromSPIRV(const std::vector<u32>& spirv,
std::array<vk::PushConstantRange, 1> pushRanges;
if (pushConstantSize > 0) {
pushRanges[0].setStageFlags(vk::ShaderStageFlagBits::eVertex)
// push range 是"程序级"声明:shader object 要求同一程序绑定的
// 全部 shader(vert+frag)push range 定义完全一致(VUID-08878),
// 因此统一按 vertex|fragment 声明;shader 实际读取哪些字节由
// GLSL 的 push_constant block 决定,声明范围只是能力上限
pushRanges[0].setStageFlags(vk::ShaderStageFlagBits::eVertex |
vk::ShaderStageFlagBits::eFragment)
.setOffset(0)
.setSize(pushConstantSize);
createInfo.setPushConstantRanges(pushRanges);
+5 -1
View File
@@ -134,9 +134,13 @@ namespace Engine
vk::SurfaceFormatKHR Swapchain::ChooseSurfaceFormat(const std::vector<vk::SurfaceFormatKHR>& formats)
{
// 用 Unorm 而非 Srgb:当前管线(场景光照 + ImGui)都是把
// "显示空间"颜色直接写进 framebuffer,若用 Srgb 附件硬件会再
// 做一次 linear→sRGB 提亮 → 整体泛白(ImGui 原生蓝 #4296FA
// 会被洗成 #8CCBFC)。等上 HDR/tonemap 管线后再切回 Srgb。
for (const auto& f : formats)
{
if (f.format == vk::Format::eB8G8R8A8Srgb &&
if (f.format == vk::Format::eB8G8R8A8Unorm &&
f.colorSpace == vk::ColorSpaceKHR::eSrgbNonlinear)
{
return f;
+29
View File
@@ -0,0 +1,29 @@
#version 450
// Bloom 高斯模糊:可分离 9-tap,方向由 push 给出(H/V 各跑一次)。
// 源图为半分辨率,线性采样 + 权重对应的偏移天然抗锯齿。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D srcImage;
layout(push_constant) uniform PushConstants {
float exposure; // 未用(程序级统一布局)
float stepX; // param0: UV 步长 x(水平 pass = 1/width,垂直 = 0)
float stepY; // param1: UV 步长 y
float _pad0;
} pc;
const float weights[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main() {
vec2 off = vec2(pc.stepX, pc.stepY);
vec3 c = texture(srcImage, fragUV).rgb * weights[0];
for (int i = 1; i < 5; ++i) {
c += texture(srcImage, fragUV + off * float(i)).rgb * weights[i];
c += texture(srcImage, fragUV - off * float(i)).rgb * weights[i];
}
outColor = vec4(c, 1.0);
}
+25
View File
@@ -0,0 +1,25 @@
#version 450
// Bloom 提取:从 HDR 颜色图中滤出超过阈值的部分(软阈值,保留超出比例)。
// 全屏 pass 通用 push(16B):param0 = 亮度阈值(HDR 域,1.0 = 仅高光溢出)。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D hdrImage;
layout(push_constant) uniform PushConstants {
float exposure; // 未用(程序级统一布局)
float threshold; // param0
float _pad0;
float _pad1;
} pc;
void main() {
vec3 c = texture(hdrImage, fragUV).rgb;
float l = max(c.r, max(c.g, c.b));
// 软阈值:只保留超出 threshold 的能量比例,避免硬切产生的块状边缘
float k = max(l - pc.threshold, 0.0) / max(l, 1e-4);
outColor = vec4(c * k, 1.0);
}
+38
View File
@@ -0,0 +1,38 @@
#version 450
// Tonemap pass:HDR 线性颜色 → 显示空间。
// 这是显示变换的显式建模(对齐 UE/Unity:HDR SceneColor → tonemapper → UI)。
// ACES = Narkowicz 拟合(线性域映射到 [0,1]),可经 push constant 关闭
// 退回纯 gamma(旧观感);bloom 等后处理在 HDR 域(Tonemap 之前)插 pass。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D hdrImage;
layout(set = 0, binding = 1) uniform sampler2D bloomImage;
// 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;
} pc;
vec3 acesFilm(vec3 x) {
return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
}
void main() {
// bloom 在 HDR 域叠加(半分辨率模糊图线性采样上采样)
vec3 hdr = texture(hdrImage, fragUV).rgb
+ texture(bloomImage, fragUV).rgb * pc.bloomStrength;
hdr *= pc.exposure;
vec3 mapped = (pc.aces > 0.5)
? acesFilm(hdr)
: clamp(hdr, 0.0, 1.0);
outColor = vec4(pow(mapped, vec3(1.0 / 2.2)), 1.0);
}
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#version 450
// 全屏三角形:无顶点缓冲,从 gl_VertexIndex 派生 UV。
// 0 → (-1,3)? 经典三角覆盖整个屏幕:
// idx0:(-1,-1) idx1:(3,-1) idx2:(-1,3),UV 相应 [0..2],
// 光栅化插值后屏幕内 UV 恰好落在 [0,1]。
layout(location = 0) out vec2 fragUV;
// 全屏 pass 通用 push(16B,与 tonemap.frag 及所有全屏 pass 一致,VUID-08878)
layout(push_constant) uniform PushConstants {
float exposure;
float aces;
float _pad0;
float _pad1;
} pc;
void main() {
vec2 p = vec2(
float((gl_VertexIndex << 1) & 2),
float(gl_VertexIndex & 2));
fragUV = p;
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}