CPU 逐像素卷积(venice 4k 阻塞 7.36s)→ 4 个 compute shader 一次性 提交:equirect→cube / irradiance / prefilter×5mip / BRDF LUT。 Cubemap 瘦身为纯资源持有类,生成职责移交 IblGenerator; 环境经 AssetManager 缓存(EnvRef),Renderer::SetEnvironment 动态换绑(RenderPass::OnEnvironmentChanged 广播)。 调试视图 +4:EnvCube / Irradiance / Prefilter / BRDF LUT。 性能前后对比(RTX 5060 Laptop,venice_dawn_1_4k.hdr): - 改造前 CPU:7.36 s(主线程阻塞) - 改造后 GPU:HDR decode 127-134ms + 资源 22-35ms + compute 17-19ms ≈ 165-190ms(约 40×);Neutral 兜底 ~6ms - 运行中动态切换环境同量级(ms 级 GPU,decode 占大头) 冒烟:两构建目录 0 警告;运行期 0 validation(含两次环境切换 + 调试视图 9-12 轮播自动化验证)。
124 lines
5.5 KiB
GLSL
124 lines
5.5 KiB
GLSL
#version 450
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// Tonemap pass:HDR(+bloom)→ 显示空间,兼调试视图路由上屏。
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// 这是显示变换的显式建模(对齐 UE/Unity:HDR SceneColor → tonemapper → UI)。
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// ACES = Narkowicz 拟合(线性域映射到 [0,1]),可经 push constant 关闭
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// 退回纯 gamma(旧观感)。
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//
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// 调试视图:pc.debugView 整型路由到已绑定的中间目标(绑定超集静态成立,
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// 运行时零重绑)。HDR 域资源过同一套 exposure/tonemap 保证观感可比;
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// LDR 类(velocity/深度)直接可视化。
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layout(location = 0) in vec2 fragUV;
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 0) uniform sampler2D taaImage; // TAA 后 HDR(主输入)
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layout(set = 0, binding = 1) uniform sampler2D bloomImage;
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layout(set = 0, binding = 2) uniform sampler2D temporalDiffImage;
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layout(set = 0, binding = 3) uniform sampler2D rawHdrImage; // Forward 直出(TAA 前)
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layout(set = 0, binding = 4) uniform sampler2D velocityImage;
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layout(set = 0, binding = 5) uniform sampler2D shadowMap0Image; // D32 深度(r 分量)
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layout(set = 0, binding = 6) uniform sampler2D shadowMap1Image;
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layout(set = 0, binding = 7) uniform sampler2D shadowMap2Image;
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// 环境调试视图源(随环境切换重绑,静态绑定超集)
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layout(set = 0, binding = 8) uniform samplerCube envCubeImage;
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layout(set = 0, binding = 9) uniform samplerCube irradianceImage;
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layout(set = 0, binding = 10) uniform samplerCube prefilterImage;
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layout(set = 0, binding = 11) uniform sampler2D brdfLutImage;
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// 与 Passes::DebugView 枚举同步(FullscreenGpu.h)
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const int VIEW_FINAL = 0;
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const int VIEW_TEMPORALDIFF = 1;
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const int VIEW_RAW_HDR = 2;
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const int VIEW_TAA = 3;
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const int VIEW_BLOOM = 4;
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const int VIEW_VELOCITY = 5;
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const int VIEW_SHADOW0 = 6;
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const int VIEW_SHADOW1 = 7;
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const int VIEW_SHADOW2 = 8;
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const int VIEW_ENV_CUBE = 9;
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const int VIEW_IRRADIANCE = 10;
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const int VIEW_PREFILTER = 11;
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const int VIEW_BRDF_LUT = 12;
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// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
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layout(push_constant) uniform PushConstants {
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float exposure; // 曝光系数
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float aces; // >0.5 启用 ACES 曲线,否则纯 gamma
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float bloomStrength; // bloom 叠加强度(0 = 关闭)
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float debugView; // 调试视图枚举(整型经 float 传)
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} pc;
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vec3 acesFilm(vec3 x) {
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return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
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}
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vec3 tonemap(vec3 hdr) {
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hdr *= pc.exposure;
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vec3 mapped = (pc.aces > 0.5) ? acesFilm(hdr) : clamp(hdr, 0.0, 1.0);
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return pow(mapped, vec3(1.0 / 2.2));
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}
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// 深度可视化:反相(近=白,与调试截图风格一致)
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vec3 depthView(sampler2D depthImage) {
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float d = texture(depthImage, fragUV).r;
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return vec3(pow(1.0 - d, 2.2));
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}
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// 全屏 uv → 球面方向(cube 调试视图的经纬展开:横向经度、纵向极角)
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vec3 latLongDir(vec2 uv) {
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float phi = (uv.x * 2.0 - 1.0) * 3.14159265358979; // -π..π 经度
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float theta = (1.0 - uv.y) * 3.14159265358979; // 0..π 极角(顶=天顶)
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return vec3(sin(theta) * cos(phi), cos(theta), sin(theta) * sin(phi));
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}
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// cube 视图统一走 tonemap(HDR 域,观感与场景一致);
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// prefilter 纵向映射 mip 链(上锐下糙,直观验证 roughness 分级)
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vec3 cubeView(samplerCube cube, float lod) {
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return tonemap(textureLod(cube, latLongDir(fragUV), lod).rgb);
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}
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void main() {
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int view = int(pc.debugView + 0.5);
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// ---- 调试视图路由 ----
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if (view != VIEW_FINAL) {
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switch (view) {
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case VIEW_TEMPORALDIFF: {
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// 帧历史差异:静止=黑,运动边缘发光
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vec3 d = clamp(texture(temporalDiffImage, fragUV).rgb, 0.0, 1.0);
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outColor = vec4(pow(d, vec3(1.0 / 2.2)), 1.0);
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return;
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}
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case VIEW_RAW_HDR: outColor = vec4(tonemap(texture(rawHdrImage, fragUV).rgb), 1.0); return;
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case VIEW_TAA: outColor = vec4(tonemap(texture(taaImage, fragUV).rgb), 1.0); return;
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case VIEW_BLOOM: outColor = vec4(tonemap(texture(bloomImage, fragUV).rgb * 4.0), 1.0); return;
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case VIEW_VELOCITY: {
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// |velocity| × 增益:静止=黑,运动越快越亮
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vec2 vel = texture(velocityImage, fragUV).xy;
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float mag = clamp(length(vel) * 8.0, 0.0, 1.0);
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outColor = vec4(vec3(mag), 1.0);
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return;
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}
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case VIEW_SHADOW0: outColor = vec4(depthView(shadowMap0Image), 1.0); return;
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case VIEW_SHADOW1: outColor = vec4(depthView(shadowMap1Image), 1.0); return;
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case VIEW_SHADOW2: outColor = vec4(depthView(shadowMap2Image), 1.0); return;
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case VIEW_ENV_CUBE: outColor = vec4(cubeView(envCubeImage, 0.0), 1.0); return;
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case VIEW_IRRADIANCE: outColor = vec4(cubeView(irradianceImage, 0.0), 1.0); return;
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case VIEW_PREFILTER: outColor = vec4(cubeView(prefilterImage, fragUV.y * 4.0), 1.0); return;
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case VIEW_BRDF_LUT: {
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// LUT 是 (F 缩放, F 偏置) 双通道,R/G 直读可视化
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vec2 ab = texture(brdfLutImage, fragUV).rg;
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outColor = vec4(ab, 0.0, 1.0);
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return;
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}
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}
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}
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// ---- 正常路径:TAA 后 HDR + bloom 叠加 → tonemap ----
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vec4 hdrTex = texture(taaImage, fragUV);
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vec3 hdr = hdrTex.rgb + texture(bloomImage, fragUV).rgb * pc.bloomStrength;
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outColor = vec4(tonemap(hdr) * hdrTex.a, hdrTex.a);
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}
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