From d139131aab7f228d5cca612b35289e6abd18e26a Mon Sep 17 00:00:00 2001 From: Bastiaan Olij Date: Fri, 11 Feb 2022 22:33:54 +1100 Subject: 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 --- servers/rendering/renderer_rd/effects_rd.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'servers/rendering/renderer_rd/effects_rd.cpp') 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"); -- cgit v1.2.3