You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-21 14:57:09 +00:00
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
This commit is contained in:
@@ -72,8 +72,10 @@ private:
|
||||
} shadow_frustum;
|
||||
|
||||
struct MotionVectorsPushConstant {
|
||||
float velocity_resolution[2];
|
||||
float pad[2];
|
||||
float reprojection_matrix[16];
|
||||
float resolution[2];
|
||||
uint32_t force_derive_from_depth;
|
||||
float pad;
|
||||
};
|
||||
|
||||
struct {
|
||||
@@ -91,7 +93,7 @@ public:
|
||||
~DebugEffects();
|
||||
|
||||
void draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect);
|
||||
void draw_motion_vectors(RID p_velocity, RID p_dest_fb, Size2i p_velocity_size);
|
||||
void draw_motion_vectors(RID p_velocity, RID p_depth, RID p_dest_fb, const Projection &p_current_projection, const Transform3D &p_current_transform, const Projection &p_previous_projection, const Transform3D &p_previous_transform, Size2i p_resolution);
|
||||
};
|
||||
|
||||
} // namespace RendererRD
|
||||
|
||||
Reference in New Issue
Block a user