Fix for multimesh motion vector corruption by resetting motion vector state and filling both halves of buffer
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9221294653
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@ -1439,12 +1439,10 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::
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multimesh->motion_vectors_current_offset = 0;
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multimesh->motion_vectors_previous_offset = 0;
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multimesh->motion_vectors_last_change = -1;
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multimesh->motion_vectors_enabled = false;
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if (multimesh->instances) {
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uint32_t buffer_size = multimesh->instances * multimesh->stride_cache * sizeof(float);
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if (multimesh->motion_vectors_enabled) {
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buffer_size *= 2;
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}
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multimesh->buffer = RD::get_singleton()->storage_buffer_create(buffer_size);
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}
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@ -1934,6 +1932,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
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ERR_FAIL_NULL(multimesh);
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ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
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bool used_motion_vectors = multimesh->motion_vectors_enabled;
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bool uses_motion_vectors = (RSG::viewport->get_num_viewports_with_motion_vectors() > 0) || (RendererCompositorStorage::get_singleton()->get_num_compositor_effects_with_motion_vectors() > 0);
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if (uses_motion_vectors) {
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_multimesh_enable_motion_vectors(multimesh);
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@ -1952,6 +1951,11 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
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{
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const float *r = p_buffer.ptr();
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RD::get_singleton()->buffer_update(multimesh->buffer, multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float), p_buffer.size() * sizeof(float), r);
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if (multimesh->motion_vectors_enabled && !used_motion_vectors) {
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// Motion vectors were just enabled, and the other half of the buffer will be empty.
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// Need to ensure that both halves are filled for correct operation.
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RD::get_singleton()->buffer_update(multimesh->buffer, multimesh->motion_vectors_previous_offset * multimesh->stride_cache * sizeof(float), p_buffer.size() * sizeof(float), r);
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}
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multimesh->buffer_set = true;
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}
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