feat(renderer): add temporal accumulation compute shader for SSGI

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-26 15:28:21 +09:00
parent 1ea2d340e6
commit 1f855b7bf6
2 changed files with 175 additions and 0 deletions

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use bytemuck::{Pod, Zeroable};
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct TemporalParams {
blend_factor: f32,
_pad: [f32; 3],
}
pub struct TemporalAccumulation {
pipeline: wgpu::ComputePipeline,
bind_group_layout: wgpu::BindGroupLayout,
params_buffer: wgpu::Buffer,
pub blend_factor: f32,
}
impl TemporalAccumulation {
pub fn new(device: &wgpu::Device) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Temporal Accumulation Compute"),
source: wgpu::ShaderSource::Wgsl(include_str!("temporal_accum.wgsl").into()),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Temporal Accum BGL"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0, visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: false } },
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1, visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: false } },
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2, visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: wgpu::TextureFormat::Rgba16Float,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3, visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None },
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Temporal Accum PL"),
bind_group_layouts: &[&bind_group_layout],
immediate_size: 0,
});
let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Temporal Accum Pipeline"),
layout: Some(&pipeline_layout),
module: &shader,
entry_point: Some("main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
cache: None,
});
let params_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Temporal Params"),
size: std::mem::size_of::<TemporalParams>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
TemporalAccumulation {
pipeline,
bind_group_layout,
params_buffer,
blend_factor: 0.1,
}
}
pub fn dispatch(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
current_view: &wgpu::TextureView,
history_view: &wgpu::TextureView,
output_view: &wgpu::TextureView,
width: u32,
height: u32,
) {
let params = TemporalParams { blend_factor: self.blend_factor, _pad: [0.0; 3] };
queue.write_buffer(&self.params_buffer, 0, bytemuck::cast_slice(&[params]));
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Temporal Accum BG"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(current_view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(history_view) },
wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(output_view) },
wgpu::BindGroupEntry { binding: 3, resource: self.params_buffer.as_entire_binding() },
],
});
let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("Temporal Accum Pass"),
timestamp_writes: None,
});
cpass.set_pipeline(&self.pipeline);
cpass.set_bind_group(0, &bind_group, &[]);
cpass.dispatch_workgroups((width + 15) / 16, (height + 15) / 16, 1);
}
}
/// Pure CPU temporal blend (for testing).
pub fn temporal_blend(history: f32, current: f32, factor: f32) -> f32 {
history * (1.0 - factor) + current * factor
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_blend_factor_zero() {
let result = temporal_blend(0.5, 1.0, 0.0);
assert!((result - 0.5).abs() < 1e-6); // all history
}
#[test]
fn test_blend_factor_one() {
let result = temporal_blend(0.5, 1.0, 1.0);
assert!((result - 1.0).abs() < 1e-6); // all current
}
#[test]
fn test_blend_factor_half() {
let result = temporal_blend(0.0, 1.0, 0.5);
assert!((result - 0.5).abs() < 1e-6);
}
#[test]
fn test_blend_default() {
// Default factor = 0.1: 90% history + 10% current
let result = temporal_blend(0.8, 0.2, 0.1);
let expected = 0.8 * 0.9 + 0.2 * 0.1;
assert!((result - expected).abs() < 1e-6);
}
}

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struct Params {
blend_factor: f32,
_pad: vec3<f32>,
};
@group(0) @binding(0) var current_tex: texture_2d<f32>;
@group(0) @binding(1) var history_tex: texture_2d<f32>;
@group(0) @binding(2) var output_tex: texture_storage_2d<rgba16float, write>;
@group(0) @binding(3) var<uniform> params: Params;
@compute @workgroup_size(16, 16)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let dims = textureDimensions(current_tex);
if (gid.x >= dims.x || gid.y >= dims.y) { return; }
let pos = vec2<i32>(gid.xy);
let current = textureLoad(current_tex, pos, 0);
let history = textureLoad(history_tex, pos, 0);
let result = mix(history, current, params.blend_factor);
textureStore(output_tex, pos, result);
}