Fix T80086 EEVEE: Motion Blur: Subframe not taken into account
This is a simple fix that just make it work like cycles. The initial time was missing the subframe offset.
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@@ -459,11 +459,13 @@ static void eevee_render_to_image(void *vedata,
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EEVEE_render_modules_init(vedata, engine, depsgraph);
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int initial_frame = CFRA;
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float initial_subframe = SUBFRA;
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int steps = max_ii(1, scene->eevee.motion_blur_steps);
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int time_steps_tot = (do_motion_blur) ? steps : 1;
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g_data->render_tot_samples = divide_ceil_u(scene->eevee.taa_render_samples, time_steps_tot);
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/* Centered on frame for now. */
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float time = CFRA - scene->eevee.motion_blur_shutter / 2.0f;
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float time = initial_frame + initial_subframe - scene->eevee.motion_blur_shutter / 2.0f;
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float time_step = scene->eevee.motion_blur_shutter / time_steps_tot;
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for (int i = 0; i < time_steps_tot && !RE_engine_test_break(engine); i++) {
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float time_prev = time;
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@@ -562,9 +564,9 @@ static void eevee_render_to_image(void *vedata,
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/* Restore original viewport size. */
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DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]});
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if (CFRA != initial_frame) {
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if (CFRA != initial_frame || SUBFRA != initial_subframe) {
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/* Restore original frame number. This is because the render pipeline expects it. */
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RE_engine_frame_set(engine, initial_frame, 0.0f);
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RE_engine_frame_set(engine, initial_frame, initial_subframe);
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}
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}
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