Fix motion vectors being corrupted when using precision=double and resulting in the TAA pass being completely broken.
See Issue #69528. When building with precision=double, the TAA pass would break due to the motion vectors being corrupted. It was apparent the origin of the camera itself was corrupted in the UBO for the previous frame because the camera origin was only being split correctly for the current block but not for the previous block (to effectively support the double precision float on the shader).
(cherry picked from commit 77776f5313
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@ -234,6 +234,12 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
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RendererRD::MaterialStorage::store_transform(prev_cam_transform, prev_ubo.inv_view_matrix);
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RendererRD::MaterialStorage::store_transform(prev_cam_transform, prev_ubo.inv_view_matrix);
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RendererRD::MaterialStorage::store_transform(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix);
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RendererRD::MaterialStorage::store_transform(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix);
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#ifdef REAL_T_IS_DOUBLE
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.x, &prev_ubo.inv_view_matrix[12], &prev_ubo.inv_view_matrix[3]);
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.y, &prev_ubo.inv_view_matrix[13], &prev_ubo.inv_view_matrix[7]);
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.z, &prev_ubo.inv_view_matrix[14], &prev_ubo.inv_view_matrix[11]);
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#endif
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for (uint32_t v = 0; v < view_count; v++) {
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for (uint32_t v = 0; v < view_count; v++) {
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prev_projection = prev_correction * view_projection[v];
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prev_projection = prev_correction * view_projection[v];
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RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix_view[v]);
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RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix_view[v]);
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