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Implemented AMD's FSR as a computer shader for upscaling 3D scenes

This commit is contained in:
Je06jm
2021-11-23 14:16:03 -07:00
parent 5efe80f308
commit 20deb0917d
39 changed files with 4807 additions and 150 deletions

View File

@@ -535,6 +535,24 @@ Error VulkanContext::_check_capabilities() {
multiview_capabilities.is_supported = multiview_features.multiview;
multiview_capabilities.geometry_shader_is_supported = multiview_features.multiviewGeometryShader;
multiview_capabilities.tessellation_shader_is_supported = multiview_features.multiviewTessellationShader;
VkPhysicalDeviceShaderFloat16Int8FeaturesKHR shader_features;
shader_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES_KHR;
shader_features.pNext = NULL;
device_features.pNext = &shader_features;
device_features_func(gpu, &device_features);
shader_capabilities.shader_float16_is_supported = shader_features.shaderFloat16;
VkPhysicalDevice16BitStorageFeaturesKHR storage_feature;
storage_feature.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
storage_feature.pNext = NULL;
device_features.pNext = &storage_feature;
device_features_func(gpu, &device_features);
storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported = storage_feature.storageBuffer16BitAccess;
}
// check extended properties