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author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-14 18:51:34 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-14 18:53:05 +0300 |
commit | f7d415ab42c3203d370b62d6ed99e7a894030a33 (patch) | |
tree | 396d1755c27d636d1c1cfbefd17f4a2879f561f1 /source/blender/draw/engines/eevee/eevee_private.h | |
parent | 81531d452c54b8dd87c8d45cd5b431372f908274 (diff) |
Fix T58610: EEVEE: camera motion blur renders only one viewport sample
This fix saves the camera matrices in order to not call
BKE_animsys_evaluate_animdata during each draw loop. This function tags
the view as dirty even if the camera does not move.
This effectivly, avoids the constant reset of TAA.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_private.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 8656db8e075..7ffe7f46811 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -563,9 +563,11 @@ typedef struct EEVEE_EffectsInfo { struct GPUTexture *gtao_horizons; /* Textures from pool */ struct GPUTexture *gtao_horizons_debug; /* Motion Blur */ + float current_world_to_ndc[4][4]; float current_ndc_to_world[4][4]; float past_world_to_ndc[4][4]; int motion_blur_samples; + bool motion_blur_mat_cached; /* Velocity Pass */ float velocity_curr_persinv[4][4]; float velocity_past_persmat[4][4]; |