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Implemented AMD's FSR as a computer shader for upscaling 3D scenes
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@@ -320,6 +320,7 @@ private:
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RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
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RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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RID default_rd_storage_buffer;
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/* DECAL ATLAS */
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@@ -1391,6 +1392,13 @@ public:
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_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
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return default_rd_samplers[p_filter][p_repeat];
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}
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_FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
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return custom_rd_samplers[p_filter][p_repeat];
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}
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void sampler_rd_configure_custom(float mipmap_bias);
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void sampler_rd_set_default(float p_mipmap_bias);
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/* CANVAS TEXTURE API */
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