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Implemented AMD's FSR as a computer shader for upscaling 3D scenes
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@@ -281,12 +281,12 @@ RendererCompositorRD::RendererCompositorRD() {
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storage = memnew(RendererStorageRD);
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canvas = memnew(RendererCanvasRenderRD(storage));
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uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
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back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
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uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
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if (back_end == 1 || textures_per_stage < 48) {
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if (back_end || textures_per_stage < 48) {
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scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
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} else { // back_end == 0
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} else { // back_end == false
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// default to our high end renderer
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scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
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}
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