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authorBastiaan Olij <mux213@gmail.com>2022-02-11 22:33:54 +1100
committerBastiaan Olij <mux213@gmail.com>2022-07-17 15:42:24 +1000
commitd139131aab7f228d5cca612b35289e6abd18e26a (patch)
tree65a6c1d6cfa959cc010f32284b5f1ba6ed866647 /servers/rendering/renderer_rd/effects_rd.cpp
parente3a8ab68ce7497b3752d29965c6a54c50d548144 (diff)
Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
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");