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-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp17
1 files changed, 7 insertions, 10 deletions
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 5ff00aa94c..701d53b41d 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -92,18 +92,15 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
}
Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
- // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
- // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
- // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
- // of the VRS buffer to supply.
- Size2i texel_size = Size2i(16, 16);
-
- int width = p_base_size.x / texel_size.x;
- if (p_base_size.x % texel_size.x != 0) {
+ int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
+ int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
+
+ int width = p_base_size.x / texel_width;
+ if (p_base_size.x % texel_width != 0) {
width++;
}
- int height = p_base_size.y / texel_size.y;
- if (p_base_size.y % texel_size.y != 0) {
+ int height = p_base_size.y / texel_height;
+ if (p_base_size.y % texel_height != 0) {
height++;
}
return Size2i(width, height);