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authorRémi Verschelde <remi@verschelde.fr>2022-07-17 11:04:24 +0200
committerGitHub <noreply@github.com>2022-07-17 11:04:24 +0200
commit04d59a5e8f37b179e488a9c648de809da4a966e3 (patch)
tree65a6c1d6cfa959cc010f32284b5f1ba6ed866647 /servers/rendering/renderer_rd/effects_rd.cpp
parente3a8ab68ce7497b3752d29965c6a54c50d548144 (diff)
parentd139131aab7f228d5cca612b35289e6abd18e26a (diff)
Merge pull request #60901 from BastiaanOlij/vrs
Adding Variable Rate Shading support to Godot
Diffstat (limited to 'servers/rendering/renderer_rd/effects_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index d45ddbc392..f731a0007a 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -1309,7 +1309,7 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
#else
// Everyone else can use normal mode when available.
- if (RD::get_singleton()->get_device_capabilities()->supports_fsr_half_float) {
+ if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
} else {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");