vendored meshoptimizer 1.2(submodule 环境故障改直接 vendor)。Mesh 多 LOD:各级索引连续拼进同一 index buffer(共享顶点,LodRange 区间 选择),解析期 meshopt_simplify 生成链(LOD0=原始,每级目标减半, 相对误差 1e-2,小网格复用上级);都在 worker 线程,加载零额外卡顿。 SceneRenderer 按 (mesh, LOD) 聚合 batch(lookup key = 指针<<8|lod): 主视图按屏占比近似 radius/dist 选级(阈值 10/20 倍半径);阴影级联 按级联序降级(越远越简)。Draw 按 batch.lod 选索引区间。 A/B 对比(100 背包 10×10,RTX 5060 Laptop,vsync off): - 纯背包:LOD 开 93-95 fps / 关 90-107 fps —— 无显著差异 - 加 SunTemple:LOD 开 52-56 / 关 51-55 —— 无显著差异 结论:当前场景瓶颈不在顶点数(5060 顶点吞吐富余),LOD 基础设施 保留(几何复杂资产/低端 GPU/更大场景生效),帧率问题转向 Tracy GPU 时间线定位真实瓶颈。 坑:LodRange 记录"LOD 不足复用最后一级"时 first 不得继续累加 (buffer 无重复数据,累加必越界——VUID-08798 抓的)。
159 lines
7.4 KiB
C++
159 lines
7.4 KiB
C++
//
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// Created by atdunbg on 2026/9/23.
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//
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#include <Engine/Renderer/Passes/ForwardPass.h>
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#include <Engine/Renderer/Vertex.h>
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#include <Engine/Renderer/Mesh.h>
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#include <Engine/Renderer/Material.h>
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#include <array>
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#include <span>
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namespace Engine::Passes
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{
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void ForwardPass::Register(RG::RenderGraph& rg)
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{
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rg.AddPass("Forward", [this](RG::RenderGraphContext& ctx) {
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const vk::CommandBuffer cmd = ctx.cmd;
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vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue(
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std::array<float, 4>{0.1f, 0.1f, 0.1f, 0.0f});
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vk::RenderingAttachmentInfo colorAttachments[2];
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// HDR 附件由 Skybox pass 清屏并画背景,这里 Load 在其上合成几何
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colorAttachments[0].setImageView(ctx.View(m_HDRColor))
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.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eLoad)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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.setClearValue(clearValue);
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// velocity 附件:清 0 = 静止(背景无几何 → 历史原位采样)
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vk::ClearValue velocityClear;
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velocityClear.color = vk::ClearColorValue(std::array<float, 4>{0.f, 0.f, 0.f, 0.f});
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colorAttachments[1].setImageView(ctx.View(m_Velocity))
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.setImageLayout(vk::ImageLayout::eColorAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eClear)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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.setClearValue(velocityClear);
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vk::RenderingAttachmentInfo depthAttachment;
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depthAttachment.setImageView(ctx.View(m_Depth))
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.setImageLayout(vk::ImageLayout::eDepthAttachmentOptimal)
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.setLoadOp(vk::AttachmentLoadOp::eClear)
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.setStoreOp(vk::AttachmentStoreOp::eDontCare)
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.setClearValue(vk::ClearValue(
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vk::ClearDepthStencilValue(1.0f, 0)));
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std::array<vk::RenderingAttachmentInfo, 2> colorArray = {
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colorAttachments[0], colorAttachments[1]};
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vk::RenderingInfo renderingInfo;
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renderingInfo.setRenderArea({{0, 0}, ctx.extent})
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.setLayerCount(1)
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.setColorAttachments(colorArray)
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.setPDepthAttachment(&depthAttachment);
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cmd.beginRendering(renderingInfo);
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// 绑定 shader object
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std::array<vk::ShaderStageFlagBits, 2> stages = {
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vk::ShaderStageFlagBits::eVertex,
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vk::ShaderStageFlagBits::eFragment
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};
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std::array<vk::ShaderEXT, 2> shaders = {m_Gpu.forwardVert, m_Gpu.forwardFrag};
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cmd.bindShadersEXT(stages, shaders);
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// Set 0:本帧槽位的 UBO;Set 2:本帧槽位的阴影图
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
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m_Gpu.forwardLayout, 0,
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m_Gpu.uboSets[ctx.frame.frameSlot], {});
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
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m_Gpu.forwardLayout, 2,
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m_Gpu.shadowSets[ctx.frame.frameSlot], {});
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// ---- 动态状态 ----
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cmd.setRasterizerDiscardEnable(VK_FALSE);
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cmd.setDepthTestEnable(VK_TRUE);
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cmd.setDepthWriteEnable(VK_TRUE);
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cmd.setDepthCompareOp(vk::CompareOp::eLess);
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cmd.setDepthBoundsTestEnable(VK_FALSE);
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cmd.setStencilTestEnable(VK_FALSE);
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cmd.setDepthBiasEnable(VK_FALSE);
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cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
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cmd.setCullMode(vk::CullModeFlagBits::eNone);
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cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
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cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
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cmd.setPrimitiveRestartEnable(VK_FALSE);
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auto binding = Vertex::GetBindingDescription();
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auto attributes = Vertex::GetAttributeDescriptions();
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cmd.setVertexInputEXT(binding, attributes);
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cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
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vk::SampleMask sampleMask = 0xFFFFFFFF;
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cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
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cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
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cmd.setAlphaToOneEnableEXT(VK_FALSE);
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vk::Viewport viewport(0.0f, 0.0f,
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static_cast<float>(ctx.extent.width),
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static_cast<float>(ctx.extent.height),
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0.0f, 1.0f);
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cmd.setViewportWithCount(viewport);
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vk::Rect2D scissor({0, 0}, ctx.extent);
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cmd.setScissorWithCount(scissor);
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vk::Bool32 blendEnable = VK_FALSE;
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vk::ColorBlendEquationEXT blendEquation;
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blendEquation.setSrcColorBlendFactor(vk::BlendFactor::eOne)
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.setDstColorBlendFactor(vk::BlendFactor::eZero)
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.setColorBlendOp(vk::BlendOp::eAdd)
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.setSrcAlphaBlendFactor(vk::BlendFactor::eOne)
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.setDstAlphaBlendFactor(vk::BlendFactor::eZero)
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.setAlphaBlendOp(vk::BlendOp::eAdd);
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vk::ColorComponentFlags colorWriteMask =
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vk::ColorComponentFlagBits::eR |
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vk::ColorComponentFlagBits::eG |
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vk::ColorComponentFlagBits::eB |
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vk::ColorComponentFlagBits::eA;
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// 两个颜色附件(HDR + velocity)都是无混合直写
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cmd.setColorBlendEnableEXT(0,
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std::array<vk::Bool32, 2>{blendEnable, blendEnable});
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cmd.setColorBlendEquationEXT(0,
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std::array<vk::ColorBlendEquationEXT, 2>{blendEquation, blendEquation});
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cmd.setColorWriteMaskEXT(0,
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std::array<vk::ColorComponentFlags, 2>{colorWriteMask, colorWriteMask});
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// ---- 绘制:GPUDriven 按 mesh 分 batch(相机视锥剔除后)----
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// 实例矩阵已由 Renderer 写入 ObjectBuffer(per-slot SSBO);
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// 同 mesh 的 N 个可见实体合并为一次 drawIndexed(instanceCount=N),
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// draw 数 = 可见唯一 mesh 数,与实体数量解耦
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for (const auto& batch : m_Frame.mainView.batches) {
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
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m_Gpu.forwardLayout, 1,
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batch.mesh->GetMaterial()->GetDescriptorSet(), {});
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batch.mesh->Draw(cmd, batch.count, batch.first, batch.lod);
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}
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cmd.endRendering();
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})
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.Write(m_HDRColor, RG::ResourceUse::ColorAttachment)
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.Write(m_Velocity, RG::ResourceUse::ColorAttachment)
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.Write(m_Depth, RG::ResourceUse::DepthAttachment)
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.Read(m_ShadowMaps[0], RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment)
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.Read(m_ShadowMaps[1], RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment)
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.Read(m_ShadowMaps[2], RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment);
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}
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} // namespace Engine::Passes
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