From 3f64eeb393d1c2089b0e93449c01d09a62fc096e Mon Sep 17 00:00:00 2001 From: Dario Date: Fri, 10 May 2024 11:57:27 -0300 Subject: [PATCH] Rewrite reprojection for FSR2 to work correctly with Reverse-Z. --- servers/rendering/renderer_rd/effects/debug_effects.cpp | 4 +++- .../forward_clustered/render_forward_clustered.cpp | 5 ++++- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/servers/rendering/renderer_rd/effects/debug_effects.cpp b/servers/rendering/renderer_rd/effects/debug_effects.cpp index 017ad41fdc2..04afaf63d75 100644 --- a/servers/rendering/renderer_rd/effects/debug_effects.cpp +++ b/servers/rendering/renderer_rd/effects/debug_effects.cpp @@ -354,7 +354,9 @@ void DebugEffects::draw_motion_vectors(RID p_velocity, RID p_depth, RID p_dest_f RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, motion_vectors.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_fb), false, RD::get_singleton()->draw_list_get_current_pass())); - Projection reprojection = p_previous_projection.flipped_y() * p_previous_transform.affine_inverse() * p_current_transform * p_current_projection.flipped_y().inverse(); + Projection correction; + correction.set_depth_correction(true, true, false); + Projection reprojection = (correction * p_previous_projection) * p_previous_transform.affine_inverse() * p_current_transform * (correction * p_current_projection).inverse(); RendererRD::MaterialStorage::store_camera(reprojection, motion_vectors.push_constant.reprojection_matrix); motion_vectors.push_constant.resolution[0] = p_resolution.width; diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 2df03316888..8175010cafa 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -2289,11 +2289,14 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co params.delta_time = float(time_step); params.reset_accumulation = false; // FIXME: The engine does not provide a way to reset the accumulation. + Projection correction; + correction.set_depth_correction(true, true, false); + const Projection &prev_proj = p_render_data->scene_data->prev_cam_projection; const Projection &cur_proj = p_render_data->scene_data->cam_projection; const Transform3D &prev_transform = p_render_data->scene_data->prev_cam_transform; const Transform3D &cur_transform = p_render_data->scene_data->cam_transform; - params.reprojection = prev_proj.flipped_y() * prev_transform.affine_inverse() * cur_transform * cur_proj.flipped_y().inverse(); + params.reprojection = (correction * prev_proj) * prev_transform.affine_inverse() * cur_transform * (correction * cur_proj).inverse(); fsr2_effect->upscale(params); }