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fix: water screen space flicker#1931

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Dlizzio wants to merge 1 commit into
community-shaders:devfrom
Dlizzio:water-flicker
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fix: water screen space flicker#1931
Dlizzio wants to merge 1 commit into
community-shaders:devfrom
Dlizzio:water-flicker

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@Dlizzio
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@Dlizzio Dlizzio commented Feb 22, 2026

Undoes the inverse behavior of water TAA until a better method can be found and implemented for HDR.

Summary by CodeRabbit

  • Bug Fixes
    • Fixed inverted logic for water temporal anti-aliasing configuration when using specific upscaling methods.

Undoes the inverse behavior of water TAA until a better method can be found and implemented for HDR.
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coderabbitai Bot commented Feb 22, 2026

📝 Walkthrough

Walkthrough

A single line in Upscaling::ConfigureTAA inverts the water TAA enablement logic. Previously, water TAA was enabled when the upscale method was neither NONE nor TAA; now it is enabled only when the method is NONE or TAA.

Changes

Cohort / File(s) Summary
Upscaling Logic
src/Features/Upscaling.cpp
Inverted water TAA enablement condition in ConfigureTAA to enable water TAA only when upscale method is NONE or TAA, rather than when it is neither.

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~8 minutes

Possibly related PRs

Suggested reviewers

  • jiayev
  • alandtse

Poem

🐰 Water ripples, TAA takes flight,
One condition flipped, now shimmering right!
NONE or TAA? The logic's clear,
Temporal splashes render near! ✨

🚥 Pre-merge checks | ✅ 2 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title clearly and specifically refers to the main change: fixing water screen space flicker through a TAA logic fix, which directly addresses the changeset's purpose.

✏️ Tip: You can configure your own custom pre-merge checks in the settings.

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Using provided base ref: e4c0842
Using base ref: e4c0842
Base commit date: 2026-02-22T09:26:01Z (Sunday, February 22, 2026 09:26 AM)
No actionable suggestions for changed features.

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🧹 Nitpick comments (1)
src/Features/Upscaling.cpp (1)

1013-1026: Suggest adding a scope to the PR title and an issue reference.

Per the conventional commits guideline the title should carry a scope, e.g.:

fix(water): disable water TAA when upscaling is active

Additionally, if there is a tracked issue for the water TAA / HDR artefact, linking it (e.g. Fixes #<issue>) in the PR description would aid triage and auto-closure.

As per coding guidelines: type(scope): description (50 char limit, lowercase, no period), and issue references should use GitHub close keywords for bug fixes.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/Upscaling.cpp` around lines 1013 - 1026, The PR title lacks a
scope and an issue reference; update the PR title to follow conventional commits
(type(scope): description) — e.g., change to "fix(water): disable water TAA when
upscaling is active" — and add a GitHub issue close keyword in the PR
description referencing the tracked issue (e.g., "Fixes #<issue>") so the change
in Upscaling::ConfigureTAA (affecting BSImagespaceShaderISTemporalAA and the
enableWaterTAA flag) is scoped and the bug/artefact ticket is linked for
auto-closure and easier triage.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Nitpick comments:
In `@src/Features/Upscaling.cpp`:
- Around line 1013-1026: The PR title lacks a scope and an issue reference;
update the PR title to follow conventional commits (type(scope): description) —
e.g., change to "fix(water): disable water TAA when upscaling is active" — and
add a GitHub issue close keyword in the PR description referencing the tracked
issue (e.g., "Fixes #<issue>") so the change in Upscaling::ConfigureTAA
(affecting BSImagespaceShaderISTemporalAA and the enableWaterTAA flag) is scoped
and the bug/artefact ticket is linked for auto-closure and easier triage.

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✅ A pre-release build is available for this PR:
Download

@alandtse
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This should have been pred as a revert with an actual git revert on the commit in question.

@alandtse alandtse requested a review from jiayev February 23, 2026 04:06
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@jiayev notice the revert here. We should discuss the pros and cons so we don't end up ping ponging.

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simply revert will bring back the old water clamping issue. it's against our hdr rendering purpose.
either:

  1. upgrade two water blend texture to 64bit then restore this
  2. improve water shader to remove water flicker.

always seek for fundamental fix.

@Dlizzio
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Dlizzio commented Feb 25, 2026

simply revert will bring back the old water clamping issue. it's against our hdr rendering purpose. either:

1. upgrade two water blend texture to 64bit then restore this

2. improve water shader to remove water flicker.

always seek for fundamental fix.

The water clamping fix should be part of the HDR branch then knowing there will be water flicker once merged.
I am not sure why it had to be merged separately.

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Dlizzio commented Feb 25, 2026

A better solution would be to tie the clamping fix to the HDR feature so once enabled at boot it applies the fix, users without HDR don't have to endure flickering water reflections.

@jiayev
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jiayev commented Feb 25, 2026

A better solution would be to tie the clamping fix to the HDR feature so once enabled at boot it applies the fix, users without HDR don't have to endure flickering water reflections.

it's about hdr rendering, not hdr output.

@Dlizzio Dlizzio closed this Feb 25, 2026
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4 participants