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Implemented AMD's FSR as a computer shader for upscaling 3D scenes
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@@ -535,6 +535,24 @@ Error VulkanContext::_check_capabilities() {
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multiview_capabilities.is_supported = multiview_features.multiview;
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multiview_capabilities.geometry_shader_is_supported = multiview_features.multiviewGeometryShader;
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multiview_capabilities.tessellation_shader_is_supported = multiview_features.multiviewTessellationShader;
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VkPhysicalDeviceShaderFloat16Int8FeaturesKHR shader_features;
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shader_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES_KHR;
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shader_features.pNext = NULL;
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device_features.pNext = &shader_features;
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device_features_func(gpu, &device_features);
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shader_capabilities.shader_float16_is_supported = shader_features.shaderFloat16;
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VkPhysicalDevice16BitStorageFeaturesKHR storage_feature;
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storage_feature.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
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storage_feature.pNext = NULL;
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device_features.pNext = &storage_feature;
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device_features_func(gpu, &device_features);
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storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = storage_feature.storageBuffer16BitAccess;
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}
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// check extended properties
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