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:
153
crates/voltex_renderer/src/temporal_accum.rs
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153
crates/voltex_renderer/src/temporal_accum.rs
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use bytemuck::{Pod, Zeroable};
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct TemporalParams {
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blend_factor: f32,
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_pad: [f32; 3],
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}
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pub struct TemporalAccumulation {
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pipeline: wgpu::ComputePipeline,
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bind_group_layout: wgpu::BindGroupLayout,
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params_buffer: wgpu::Buffer,
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pub blend_factor: f32,
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}
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impl TemporalAccumulation {
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pub fn new(device: &wgpu::Device) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Temporal Accumulation Compute"),
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source: wgpu::ShaderSource::Wgsl(include_str!("temporal_accum.wgsl").into()),
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Temporal Accum BGL"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0, visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: false } },
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1, visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: false } },
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2, visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: wgpu::TextureFormat::Rgba16Float,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3, visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None },
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count: None,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Temporal Accum PL"),
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bind_group_layouts: &[&bind_group_layout],
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immediate_size: 0,
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});
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let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: Some("Temporal Accum Pipeline"),
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layout: Some(&pipeline_layout),
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module: &shader,
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entry_point: Some("main"),
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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cache: None,
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});
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let params_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Temporal Params"),
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size: std::mem::size_of::<TemporalParams>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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TemporalAccumulation {
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pipeline,
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bind_group_layout,
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params_buffer,
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blend_factor: 0.1,
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}
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}
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pub fn dispatch(
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&self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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encoder: &mut wgpu::CommandEncoder,
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current_view: &wgpu::TextureView,
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history_view: &wgpu::TextureView,
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output_view: &wgpu::TextureView,
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width: u32,
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height: u32,
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) {
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let params = TemporalParams { blend_factor: self.blend_factor, _pad: [0.0; 3] };
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queue.write_buffer(&self.params_buffer, 0, bytemuck::cast_slice(&[params]));
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Temporal Accum BG"),
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layout: &self.bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(current_view) },
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wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(history_view) },
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wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(output_view) },
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wgpu::BindGroupEntry { binding: 3, resource: self.params_buffer.as_entire_binding() },
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],
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});
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let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
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label: Some("Temporal Accum Pass"),
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timestamp_writes: None,
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});
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cpass.set_pipeline(&self.pipeline);
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cpass.set_bind_group(0, &bind_group, &[]);
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cpass.dispatch_workgroups((width + 15) / 16, (height + 15) / 16, 1);
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}
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}
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/// Pure CPU temporal blend (for testing).
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pub fn temporal_blend(history: f32, current: f32, factor: f32) -> f32 {
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history * (1.0 - factor) + current * factor
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_blend_factor_zero() {
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let result = temporal_blend(0.5, 1.0, 0.0);
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assert!((result - 0.5).abs() < 1e-6); // all history
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}
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#[test]
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fn test_blend_factor_one() {
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let result = temporal_blend(0.5, 1.0, 1.0);
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assert!((result - 1.0).abs() < 1e-6); // all current
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}
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#[test]
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fn test_blend_factor_half() {
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let result = temporal_blend(0.0, 1.0, 0.5);
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assert!((result - 0.5).abs() < 1e-6);
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}
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#[test]
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fn test_blend_default() {
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// Default factor = 0.1: 90% history + 10% current
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let result = temporal_blend(0.8, 0.2, 0.1);
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let expected = 0.8 * 0.9 + 0.2 * 0.1;
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assert!((result - expected).abs() < 1e-6);
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}
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}
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22
crates/voltex_renderer/src/temporal_accum.wgsl
Normal file
22
crates/voltex_renderer/src/temporal_accum.wgsl
Normal file
@@ -0,0 +1,22 @@
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struct Params {
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blend_factor: f32,
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_pad: vec3<f32>,
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};
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@group(0) @binding(0) var current_tex: texture_2d<f32>;
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@group(0) @binding(1) var history_tex: texture_2d<f32>;
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@group(0) @binding(2) var output_tex: texture_storage_2d<rgba16float, write>;
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@group(0) @binding(3) var<uniform> params: Params;
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@compute @workgroup_size(16, 16)
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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let dims = textureDimensions(current_tex);
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if (gid.x >= dims.x || gid.y >= dims.y) { return; }
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let pos = vec2<i32>(gid.xy);
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let current = textureLoad(current_tex, pos, 0);
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let history = textureLoad(history_tex, pos, 0);
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let result = mix(history, current, params.blend_factor);
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textureStore(output_tex, pos, result);
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}
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