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Fix motion vectors being corrupted when using precision=double #80257

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merged 1 commit into from Aug 7, 2023

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DarioSamo
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@DarioSamo DarioSamo commented Aug 4, 2023

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).

Production edit: Fixes #69528

…sulting in the TAA pass being completely broken.

See Issue godotengine#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).
@DarioSamo DarioSamo requested a review from a team as a code owner August 4, 2023 14:48
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fire commented Aug 4, 2023

I was seeing this bug in my vr demo. Not able to check promptly.

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Looks great!

@akien-mga akien-mga changed the title Fix motion vectors being corrupted when using precision=double Fix motion vectors being corrupted when using precision=double Aug 5, 2023
@akien-mga akien-mga added the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Aug 7, 2023
@akien-mga akien-mga merged commit f01290f into godotengine:master Aug 7, 2023
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Thanks!

@Qubrick
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Qubrick commented Aug 10, 2023

Thank you. As a person who opened the issue #69528, I want to confirm that this solve my issue.

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Sep 21, 2023
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Cherry-picked for 4.1.2.

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Vulkan: Camera jitter when TAA is enabled on float=64 build
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