Render temporal scene with motion, resolve and sharp UI
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This commit is contained in:
Emil
2026-09-24 03:16:44 +03:00
parent c53e51520c
commit 0dcc8790a0
9 changed files with 934 additions and 88 deletions
+18
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@@ -17,6 +17,24 @@ foreach(FASET_ENTRY vertexMain fragmentMain shadowMain)
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/baseline.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
foreach(FASET_ENTRY temporalVertexMain temporalFragmentMain)
set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.spv")
add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json"
COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/baseline.slang"
--entry "${FASET_ENTRY}" --output "${FASET_SHADER_DIRECTORY}"
BYPRODUCTS "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.slang-reflection.json"
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/baseline.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.spv")
add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.reflection.json"
COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang"
--entry gpuTemporalVertexMain --define FASET_GPU_GRAPHICS=1 --output "${FASET_SHADER_DIRECTORY}"
BYPRODUCTS "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.slang-reflection.json"
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/gpuTemporalVertexMain.reflection.json")
foreach(FASET_ENTRY gpuVertexMain gpuShadowMain gpuCullMain gpuHzbMain gpuPostCullMain)
if(FASET_ENTRY STREQUAL "gpuVertexMain" OR FASET_ENTRY STREQUAL "gpuShadowMain")
set(FASET_GPU_DEFINE FASET_GPU_GRAPHICS=1)
+15
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@@ -6,6 +6,7 @@
#include <optional>
#include <string>
#include <vector>
#include <faset/render/temporal.hpp>
namespace faset::render {
using Vec2 = std::array<float, 2>;
@@ -146,6 +147,8 @@ struct RendererConfig {
bool headless{false};
bool validation{true};
VisibilityMode visibility_mode{VisibilityMode::Direct};
TemporalMode temporal_mode{TemporalMode::Off};
float render_scale{1.f};
// GPU counter readback is diagnostic-only; normal visibility uses no CPU feedback.
bool visibility_diagnostics{false};
// Optional isolated shader bundle, useful for editor preview and shader reload tests.
@@ -204,6 +207,16 @@ struct FrameStats {
double gpu_main_cull_ms{}, gpu_main_raster_ms{}, gpu_hzb_ms{};
double gpu_post_cull_ms{}, gpu_post_raster_ms{};
double gpu_sun_shadow_ms{}, gpu_local_shadow_ms{};
TemporalMode requested_temporal_mode{TemporalMode::Off};
TemporalMode effective_temporal_mode{TemporalMode::Off};
TemporalFallbackReason temporal_fallback_reason{TemporalFallbackReason::None};
TemporalResetReason temporal_reset_reason{TemporalResetReason::FirstFrame};
bool temporal_history_valid{};
std::uint32_t temporal_valid_motion_instances{};
std::uint32_t temporal_internal_width{}, temporal_internal_height{};
std::array<float, 2> temporal_jitter{};
double gpu_temporal_resolve_ms{}, gpu_temporal_composite_ms{}, gpu_ui_ms{};
std::vector<std::string> graph_passes;
std::string effective_lighting_path{"forward"};
std::string device;
};
@@ -224,6 +237,8 @@ class Renderer {
void resize(std::uint32_t width, std::uint32_t height);
void set_visibility_mode(VisibilityMode);
VisibilityMode visibility_mode() const;
void set_temporal_mode(TemporalMode mode, float render_scale = 1.f);
TemporalMode temporal_mode() const;
void set_visibility_diagnostics(bool enabled);
// Reads the most recently completed HZB mip for editor diagnostics only.
// Normal visibility decisions remain entirely on the GPU.
+55 -2
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@@ -122,8 +122,7 @@ float3 directBRDF(float3 base, float rough, float metal, float3 n, float3 view,
float3 spec=d*g*fresnel/max(4.0*nv*nl,0.001);
return ((1.0-fresnel)*(1.0-metal)*base/pi+spec)*nl;
}
[shader("fragment")]
float4 fragmentMain(VertexOutput v) : SV_Target {
float4 shadeScene(VertexOutput v) {
float4 sampled = colorMap.Sample(colorSampler, v.uv);
if (dot(v.normal,v.normal) < 1e-12) {
// UI/sprite tint is in display space; sRGB textures were decoded by Vulkan.
@@ -202,3 +201,57 @@ float4 fragmentMain(VertexOutput v) : SV_Target {
linear=linear/(1.0+linear);
return float4(pow(max(linear,0),float3(1.0/2.2)),base.a);
}
[shader("fragment")]
float4 fragmentMain(VertexOutput v) : SV_Target { return shadeScene(v); }
struct TemporalVertexInput {
float4 clip : POSITION;
float3 world : TEXCOORD0;
float3 normal : NORMAL;
float4 color : COLOR0;
float2 material : TEXCOORD1;
float2 uv : TEXCOORD2;
float4 previousClip : TEXCOORD3;
float motionValid : TEXCOORD4;
};
struct TemporalVertexOutput {
float4 position : SV_Position;
float3 world : TEXCOORD0;
float3 normal : NORMAL;
float4 color : COLOR0;
float2 material : TEXCOORD1;
float2 uv : TEXCOORD2;
float4 previousClip : TEXCOORD3;
float4 currentClip : TEXCOORD4;
float motionValid : TEXCOORD5;
};
[shader("vertex")]
TemporalVertexOutput temporalVertexMain(TemporalVertexInput v) {
TemporalVertexOutput o;
o.position=v.clip; o.world=v.world; o.normal=v.normal; o.color=v.color;
o.material=v.material; o.uv=v.uv; o.previousClip=v.previousClip;
o.currentClip=v.clip; o.motionValid=v.motionValid;
return o;
}
struct TemporalFragmentOutput {
float4 color : SV_Target0;
float4 velocity : SV_Target1;
};
[shader("fragment")]
TemporalFragmentOutput temporalFragmentMain(TemporalVertexOutput v) {
VertexOutput shading;
shading.position=v.position; shading.world=v.world; shading.normal=v.normal;
shading.color=v.color; shading.material=v.material; shading.uv=v.uv;
TemporalFragmentOutput result;
result.color=shadeScene(shading);
result.velocity=float4(0);
if (v.motionValid > .5 && result.color.a >= .999 &&
all(isfinite(v.currentClip)) && all(isfinite(v.previousClip)) &&
v.currentClip.w > 0 && v.previousClip.w > 0) {
result.velocity.xy=(v.currentClip.xy / v.currentClip.w -
v.previousClip.xy / v.previousClip.w) * .5;
result.velocity.z=v.previousClip.z / v.previousClip.w;
result.velocity.w=1;
}
return result;
}
+37
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@@ -28,6 +28,7 @@ struct InstanceRecord {
float4 previousExtent; // 192..207
uint4 metadata; // 208..223: x bits 0=HZB, 1=temporal prior valid; y=stableSlot,
// z=generation low 32, w=generation high 32 (zero = untracked)
column_major float4x4 previousModel; // 224..287
};
struct ViewRecord {
column_major float4x4 currentViewProjection; // 0..63
@@ -81,6 +82,42 @@ GpuSceneOutput gpuVertexMain(GpuSceneVertex vertex, uint drawInstance : SV_Vulka
return output;
}
struct GpuSceneTemporalOutput {
float4 position : SV_Position;
float3 world : TEXCOORD0;
float3 normal : NORMAL;
float4 color : COLOR0;
float2 material : TEXCOORD1;
float2 uv : TEXCOORD2;
float4 previousClip : TEXCOORD3;
float4 currentClip : TEXCOORD4;
float motionValid : TEXCOORD5;
};
[shader("vertex")]
GpuSceneTemporalOutput gpuTemporalVertexMain(GpuSceneVertex vertex,
uint drawInstance : SV_VulkanInstanceID) {
InstanceRecord instance = gfxInstances[gfxVisibleIds[gpuFrame.drawInfo.x + drawInstance]];
ViewRecord view = gfxViews[0];
float4 local = float4(vertex.position, 1);
float4 world = mul(instance.model, local);
GpuSceneTemporalOutput output;
output.position = mul(view.currentViewProjection, world);
output.currentClip = output.position;
output.previousClip = mul(view.previousViewProjection,
mul(instance.previousModel, local));
output.motionValid = (instance.metadata.x & 2u) != 0u ? 1.0 : 0.0;
output.world = world.xyz;
float3 normal = float3(dot(instance.normalRow0.xyz, vertex.normal),
dot(instance.normalRow1.xyz, vertex.normal),
dot(instance.normalRow2.xyz, vertex.normal));
float normalLength = length(normal);
output.normal = normalLength > 1e-8 ? normal / normalLength : float3(0, 0, 0);
output.color = vertex.color * instance.color;
output.material = instance.material.xy;
output.uv = vertex.uv;
return output;
}
[shader("vertex")]
float4 gpuShadowMain(GpuSceneVertex vertex, uint drawInstance : SV_VulkanInstanceID) : SV_Position {
InstanceRecord instance = gfxInstances[gfxVisibleIds[gpuFrame.drawInfo.x + drawInstance]];
+2 -4
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@@ -130,10 +130,8 @@ void temporalResolveMain(uint3 dispatchId : SV_DispatchThreadID) {
[[vk::binding(0,0)]] Texture2D<float4> resolvedHistoryColor;
[shader("vertex")]
float4 temporalCompositeVertexMain(uint vertexId : SV_VertexID) : SV_Position {
const float2 position = vertexId == 0 ? float2(-1, -1)
: vertexId == 1 ? float2(3, -1) : float2(-1, 3);
return float4(position, 0, 1);
float4 temporalCompositeVertexMain(float4 clip : POSITION) : SV_Position {
return clip;
}
[shader("fragment")]
+719 -57
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+59 -21
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@@ -31,7 +31,9 @@ void locations(const Json& fields, std::initializer_list<const char*> types, con
}
}
void validate_layout(const Json& layout, std::string_view entry) {
const bool fragment = entry == "fragmentMain";
const bool fragment = entry == "fragmentMain" || entry == "temporalFragmentMain";
const bool temporal = entry == "temporalVertexMain" ||
entry == "temporalFragmentMain";
require(layout.at("stage") == (fragment ? "fragment" : "vertex"), "shader stage changed");
const auto& descriptors = layout.at("descriptors");
require(descriptors.is_array() && descriptors.size() == 8, "descriptor count changed");
@@ -77,24 +79,42 @@ void validate_layout(const Json& layout, std::string_view entry) {
"SPIR-V matrix storage convention changed");
}
if (fragment) {
locations(layout.at("inputs"),
{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
"fragment inputs");
locations(layout.at("outputs"), {"float32x4"}, "fragment outputs");
if (temporal) {
locations(layout.at("inputs"),
{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2",
"float32x4", "float32x4", "float32"}, "temporal fragment inputs");
locations(layout.at("outputs"), {"float32x4", "float32x4"},
"temporal fragment outputs");
} else {
locations(layout.at("inputs"),
{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
"fragment inputs");
locations(layout.at("outputs"), {"float32x4"}, "fragment outputs");
}
} else {
locations(layout.at("inputs"),
{"float32x4", "float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
"vertex inputs");
if (temporal) {
locations(layout.at("inputs"),
{"float32x4", "float32x3", "float32x3", "float32x4", "float32x2",
"float32x2", "float32x4", "float32"}, "temporal vertex inputs");
locations(layout.at("outputs"),
{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2",
"float32x4", "float32x4", "float32"}, "temporal vertex outputs");
} else {
locations(layout.at("inputs"),
{"float32x4", "float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
"vertex inputs");
if (entry == "vertexMain")
locations(layout.at("outputs"),
{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
"vertex outputs");
else
locations(layout.at("outputs"), {}, "shadow outputs");
}
}
}
void validate_gpu_layout(const Json& layout, std::string_view entry) {
const bool graphics = entry == "gpuVertexMain" || entry == "gpuShadowMain";
const bool graphics = entry == "gpuVertexMain" || entry == "gpuShadowMain" ||
entry == "gpuTemporalVertexMain";
const bool hzb = entry == "gpuHzbMain";
const bool compute = !graphics;
require(layout.at("stage") == (compute ? "compute" : "vertex"), "GPU shader stage changed");
@@ -102,8 +122,8 @@ void validate_gpu_layout(const Json& layout, std::string_view entry) {
const std::size_t expected_count = graphics ? 3 : hzb ? 2 : 10;
require(descriptors.is_array() && descriptors.size() == expected_count,
"GPU descriptor count changed");
const std::array<int, 10> compute_strides{224, 16, 16, 4, 16, 4, 4, 0, 0, 208};
const std::array<int, 3> graphics_strides{224, 4, 208};
const std::array<int, 10> compute_strides{288, 16, 16, 4, 16, 4, 4, 0, 0, 208};
const std::array<int, 3> graphics_strides{288, 4, 208};
for (std::size_t i = 0; i < expected_count; ++i) {
const auto& binding = descriptors[i];
require(binding.at("set") == (graphics ? 2 : 0) && binding.at("binding") == i &&
@@ -147,7 +167,13 @@ void validate_gpu_layout(const Json& layout, std::string_view entry) {
locations(layout.at("inputs"),
{"float32x3", "float32x3", "float32x4", "float32x2"},
"GPU vertex inputs");
if (entry == "gpuVertexMain")
if (entry == "gpuVertexMain" || entry == "gpuTemporalVertexMain")
if (entry == "gpuTemporalVertexMain")
locations(layout.at("outputs"),
{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2",
"float32x4", "float32x4", "float32"},
"GPU temporal vertex outputs");
else
locations(layout.at("outputs"),
{"float32x3", "float32x3", "float32x4", "float32x2", "float32x2"},
"GPU vertex outputs");
@@ -205,7 +231,7 @@ void validate_temporal_layout(const Json& layout, std::string_view entry) {
locations(layout.at("inputs"), {}, "temporal resolve inputs");
locations(layout.at("outputs"), {}, "temporal resolve outputs");
} else if (vertex) {
locations(layout.at("inputs"), {}, "temporal composite vertex inputs");
locations(layout.at("inputs"), {"float32x4"}, "temporal composite vertex inputs");
locations(layout.at("outputs"), {}, "temporal composite vertex outputs");
} else {
locations(layout.at("inputs"), {}, "temporal composite fragment inputs");
@@ -213,12 +239,14 @@ void validate_temporal_layout(const Json& layout, std::string_view entry) {
"temporal composite fragment outputs");
}
const auto& input_builtins = layout.at("input_builtins");
require(input_builtins.is_array() && input_builtins.size() == 1 &&
input_builtins[0].at("semantic") ==
(resolve ? "SV_DISPATCHTHREADID" : vertex ? "SV_VERTEXID" : "SV_POSITION") &&
input_builtins[0].at("type") == (vertex ? "uint32" : resolve ? "uint32x3"
: "float32x4"),
"temporal entry input builtin changed");
require(input_builtins.is_array() && input_builtins.size() == (vertex ? 0u : 1u),
"temporal entry input builtin count changed");
if (!vertex)
require(input_builtins[0].at("semantic") ==
(resolve ? "SV_DISPATCHTHREADID" : "SV_POSITION") &&
input_builtins[0].at("type") ==
(resolve ? "uint32x3" : "float32x4"),
"temporal entry input builtin changed");
const auto& output_builtins = layout.at("output_builtins");
require(output_builtins.is_array() && output_builtins.size() == (vertex ? 1u : 0u),
"temporal entry output builtin count changed");
@@ -279,8 +307,10 @@ detail::ShaderCode load(const std::filesystem::path& directory, const char* entr
? (std::string_view(entry) == "temporalResolveMain" ? 5u
: std::string_view(entry) == "temporalCompositeVertexMain" ? 0u : 4u)
: gpu ? ((std::string_view(entry) == "gpuVertexMain" ||
std::string_view(entry) == "gpuShadowMain") ? 0u : 5u)
: (std::string_view(entry) == "fragmentMain" ? 4u : 0u);
std::string_view(entry) == "gpuShadowMain" ||
std::string_view(entry) == "gpuTemporalVertexMain") ? 0u : 5u)
: ((std::string_view(entry) == "fragmentMain" ||
std::string_view(entry) == "temporalFragmentMain") ? 4u : 0u);
validate_spirv(result.words, stage);
return result;
}
@@ -302,8 +332,16 @@ detail::load_temporal_shader_bundle(const std::filesystem::path& directory) {
load(directory, "temporalCompositeVertexMain", false, true),
load(directory, "temporalCompositeFragmentMain", false, true)};
}
std::array<detail::ShaderCode, 3>
detail::load_temporal_scene_shader_bundle(const std::filesystem::path& directory) {
return {load(directory, "temporalVertexMain"),
load(directory, "temporalFragmentMain"),
load(directory, "gpuTemporalVertexMain", true)};
}
void validate_shader_bundle(const std::filesystem::path& directory) {
(void)detail::load_shader_bundle(directory);
(void)detail::load_temporal_shader_bundle(directory);
(void)detail::load_temporal_scene_shader_bundle(directory);
}
void validate_gpu_shader_bundle(const std::filesystem::path& directory) {
(void)detail::load_gpu_shader_bundle(directory);
+3
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@@ -15,4 +15,7 @@ std::array<ShaderCode, 3> load_shader_bundle(const std::filesystem::path& direct
std::array<ShaderCode, 5> load_gpu_shader_bundle(const std::filesystem::path& directory);
// Order: temporal resolve compute, full-screen composite vertex and fragment.
std::array<ShaderCode, 3> load_temporal_shader_bundle(const std::filesystem::path& directory);
// Direct temporal vertex/fragment and GPU temporal vertex; set 0 material,
// set 1 lighting and set 2 GPU scene stay at their established bindings.
std::array<ShaderCode, 3> load_temporal_scene_shader_bundle(const std::filesystem::path& directory);
} // namespace faset::render::detail
+26 -4
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@@ -63,7 +63,7 @@ class ReflectionTests(unittest.TestCase):
(d["set"], d["binding"]): d["element_stride"]
for d in gpu_vertex["layout"]["descriptors"]
}
self.assertEqual([graphics[2, i] for i in range(3)], [224, 4, 208])
self.assertEqual([graphics[2, i] for i in range(3)], [288, 4, 208])
def test_gpu_vertex_paths_do_not_require_shader_draw_parameters(self):
# SV_InstanceID makes Slang subtract BaseInstance and emit DrawParameters.
@@ -92,9 +92,31 @@ class ReflectionTests(unittest.TestCase):
self.assertIn(1, capabilities) # Shader
self.assertNotIn(4427, capabilities) # DrawParameters
def test_temporal_composite_does_not_require_optional_draw_parameters(self):
compiler = os.environ["FASET_TEST_SLANGC"]
with tempfile.TemporaryDirectory(prefix="faset-temporal-composite-") as directory:
process = subprocess.run(
[sys.executable, str(SCRIPT), "--compiler", compiler, "--source",
str(SCRIPT.parents[1] / "shaders" / "temporal.slang"), "--entry",
"temporalCompositeVertexMain", "--define", "FASET_TEMPORAL_COMPOSITE=1",
"--output", directory], capture_output=True, text=True,
)
self.assertEqual(process.returncode, 0, process.stderr)
bytecode = (Path(directory) / "temporalCompositeVertexMain.spv").read_bytes()
words = struct.unpack(f"<{len(bytecode) // 4}I", bytecode)
capabilities = set()
offset = 5
while offset < len(words):
count, opcode = words[offset] >> 16, words[offset] & 0xffff
self.assertGreater(count, 0)
if opcode == 17:
capabilities.add(words[offset + 1])
offset += count
self.assertNotIn(4427, capabilities) # DrawParameters
def test_gpu_storage_resources_keep_kind_and_stride(self):
parameters = [
parameter("instances", 0, "structuredBuffer", "read", 224),
parameter("instances", 0, "structuredBuffer", "read", 288),
parameter("visibleIds", 1, "structuredBuffer", "readWrite", 4),
parameter("depthOutput", 2, "texture2D", "readWrite"),
parameter("depthInput", 3, "texture2D", "read"),
@@ -111,7 +133,7 @@ class ReflectionTests(unittest.TestCase):
descriptors = layout["descriptors"]
self.assertEqual(
[(d["type"], d.get("element_stride")) for d in descriptors],
[("storage_buffer", 224), ("storage_buffer", 4),
[("storage_buffer", 288), ("storage_buffer", 4),
("storage_image_2d", None), ("sampled_image_2d", None)],
)
@@ -128,7 +150,7 @@ class ReflectionTests(unittest.TestCase):
metadata = json.loads((Path(directory) / "gpuCullMain.reflection.json").read_text())
bindings = {item["binding"]: item for item in metadata["layout"]["descriptors"]}
self.assertEqual([bindings[n]["element_stride"] for n in (0, 1, 2, 3, 4, 5, 6, 9)],
[224, 16, 16, 4, 16, 4, 4, 208])
[288, 16, 16, 4, 16, 4, 4, 208])
self.assertEqual([bindings[n]["type"] for n in (7, 8)],
["sampled_image_2d", "sampled_image_2d"])