Shader packs: initialize previous-frame uniforms from the first real frame

Fixes #6674.

Retain upstream behavior outside this isolated host/compiler fix.

Co-Authored-By: Codex GPT-6 <[email protected]>
This commit is contained in:
gigamans442andCodex GPT-6 committed 2026-11-01 20:23:41 -05:00
1 parent 0454e97e32
commit 2bce6d5b7d
1 file changed
+150 -2
@@ -404,9 +404,9 @@ impl FrameUniforms {
frame.depth_far,
);
let camera = frame.camera.as_vec3();
let first_frame = self.previous.is_none();
let (previous_exact, previous_view, previous_projection) =
self.previous
.unwrap_or((glam::DVec3::ZERO, Mat4::ZERO, Mat4::ZERO));
self.previous.unwrap_or((frame.camera, view, projection));
let previous_camera = previous_exact.as_vec3();
self.previous = Some((frame.camera, view, projection));
// The camera's whole blocks and the rest, exact however far from the origin.
@@ -436,6 +436,10 @@ impl FrameUniforms {
};
self.wetness = smooth(self.wetness, inputs.rain, half_life / 20.0, dt);
let eye = inputs.eye_light.map(|l| (l * 16) as f32);
if first_frame {
self.wetness = inputs.rain;
self.eye_smooth = eye;
}
for (smoothed, target) in self.eye_smooth.iter_mut().zip(eye) {
*smoothed = smooth(*smoothed, target, 10.0 / 20.0, dt);
}
@@ -849,3 +853,147 @@ mod tests {
);
}
}
#[cfg(test)]
mod initial_history_tests {
use super::*;
use crate::hud::HudBatch;
fn float(u: &FrameUniforms, name: &str) -> [f32; 16] {
match u.values[index(name).unwrap()] {
Value::F(v) => v,
_ => panic!("float uniform expected"),
}
}
#[test]
fn first_history_is_current_then_tracks_the_actual_previous_frame() {
let hud = HudBatch::new([800, 450]);
let mut f = frame(&hud);
let mut u = FrameUniforms::default();
f.camera = DVec3::new(1024.25, -3.5, 11.75);
f.yaw = 21.0;
f.pitch = -16.0;
u.update(&f, &PackInputs::default(), [800, 450]);
assert_eq!(
float(&u, "previousCameraPosition"),
float(&u, "cameraPosition")
);
for (prior, current) in [
("gbufferPreviousProjection", "gbufferProjection"),
("gbufferPreviousModelView", "gbufferModelView"),
] {
assert_eq!(float(&u, prior), float(&u, current));
assert!(float(&u, prior).iter().any(|v| *v != 0.0));
}
let camera = float(&u, "cameraPosition");
let view = float(&u, "gbufferModelView");
let projection = float(&u, "gbufferProjection");
f.camera = DVec3::new(-100.0, 20.0, 40.0);
f.yaw = 90.0;
f.pitch = 50.0;
f.fov_degrees = 100.0;
u.update(&f, &PackInputs::default(), [1000, 500]);
assert_eq!(float(&u, "previousCameraPosition"), camera);
assert_eq!(float(&u, "gbufferPreviousModelView"), view);
assert_eq!(float(&u, "gbufferPreviousProjection"), projection);
assert_ne!(
float(&u, "previousCameraPosition"),
float(&u, "cameraPosition")
);
}
#[test]
fn environmental_smoothing_starts_at_the_first_inputs_without_resetting_each_frame() {
let hud = HudBatch::new([800, 450]);
let f = frame(&hud);
let mut u = FrameUniforms::default();
let mut input = PackInputs {
rain: 0.75,
eye_light: [3, 14],
..Default::default()
};
u.update(&f, &input, [800, 450]);
assert_eq!(float(&u, "wetness")[0], 0.75);
match u.values[index("eyeBrightnessSmooth").unwrap()] {
Value::I(v) => assert_eq!(&v[..2], &[48, 224]),
_ => panic!("integer uniform expected"),
}
input.rain = 0.0;
input.eye_light = [0, 0];
u.update(&f, &input, [800, 450]);
assert!(float(&u, "wetness")[0] > 0.0);
assert!(u.eye_smooth.iter().all(|v| *v > 0.0));
}
fn frame(hud: &HudBatch) -> Frame<'_> {
Frame {
eye: glam::DVec3::ZERO,
eye_rotation: [0.0; 2],
first_person: true,
shadow_scene_revision: (0, 0),
shadow_cache: false,
water_plane: None,
weather: &[],
weather_time: crate::weather::Time::new(0, 0.0),
camera: glam::DVec3::new(0.5, 100.0, 0.5),
yaw: 0.0,
pitch: 10.0,
fov_degrees: 85.0,
bob: glam::Mat4::IDENTITY,
spin: glam::Mat4::IDENTITY,
sky: crate::environment::Sky::default(),
distance: 12.0,
detail_distance: 12.0,
depth_far: 1000.0,
underwater: false,
cave_culling: false,
title: true,
sky_blocked: false,
skybox: false,
end_sky: false,
end_sky_sprite: None,
environment_fog: None,
water_fog: [0.0; 3],
fog: None,
dark_disc: false,
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
hud,
glint_alpha: 0.75,
glint_ticks: 0.0,
nether_lighting: false,
entities: &[],
entity_motion: &[],
colored_lights: &[],
emissive_layers: &[],
shadow_only: &[],
entity_spans: &[],
glowing: &[],
dynamic_lights: &[],
clouds: None,
lightning: Default::default(),
additive: &[],
see_through: &[],
celestial: &[],
stars: None,
hand: &[],
hand_fov_degrees: 70.0,
screen: &[],
pack: Default::default(),
border: None,
game_time: 0.0,
shader_game_time: 0.0,
end_portal_sprites: [[0.0; 4]; 2],
crumbling_sprite: [0.0; 4],
ticks: 0,
darkness: (0.0, 0.0),
night_vision: 0.0,
block_flicker: 0.0,
boss_darken: 0.0,
menu_blur: None,
chunk_fade: 0.0,
post_effects: crate::post_chain::Request::none(),
}
}
}