EEVEE Next: Motion Blur fixes #110114
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Reference: blender/blender#110114
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Delete Branch "pragma37/blender:pull-eevee-next-motion-blur-fixes"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Fix motion blur for viewport re-projection and final image renders.
@ -52,6 +52,7 @@ void main()
float depth = texelFetch(depth_tx, texel, 0).r;
vec4 motion = velocity_resolve(imageLoad(velocity_img, texel), uv, depth);
#ifdef FLATTEN_VIEWPORT
/* TODO(Miguel Pozo): ??? */
??????
@ -42,6 +42,7 @@ void main()
#endif
#ifdef MAT_VELOCITY
/* TODO(Miguel Pozo): Couldn't this be done in the vertex shader? */
Interpolating screen uv velocity isn't going to give you correct results.
a0778f02d8
to3c21d95b71
3c21d95b71
to5c5e09612d
WIP: EEVEE Next: Motion Blur fixesto EEVEE Next: Motion Blur fixes5c5e09612d
to555a958e3f
@ -238,3 +237,1 @@
inst_.manager->submit(motion_blur_ps_, view);
tiles_tx_.release();
const bool swizzle_vector_tx = inst_.render_buffers.vector_tx_format() == GPU_RG16F;
Avoid the
_tx
suffix. It is reserved for textures.do_motion_vector_swizzle
seems better.@ -181,2 +181,4 @@
};
template<typename F>
void foreach_hair_particle_handle(Object *ob, ObjectHandle ob_handle, F callback)
Maybe use FunctionRef instead of template.
@ -200,4 +264,2 @@
void VelocityModule::step_swap()
{
{
/* Now that vertex buffers are guaranteed to be updated, proceed with
Why remove this comment?
I've added it back to
geometry_steps_fill
.I've removed the "Now that vertex buffers are guaranteed to be updated", since that's not something that the function itself can actually guarantee.
Yes but it is guaranteed because it is supposed to be called after sync or viewport drawing. Maybe the comment need to be modified to include that.
How about moving the comment to the header file?
Change it to
Should be called after all the vertex buffers have been updated by batch cache extraction.
and it good.Oooops!
Done. :)