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Implemented AMD's FSR as a computer shader for upscaling 3D scenes
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@@ -770,8 +770,13 @@ public:
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virtual RID viewport_create() = 0;
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enum ViewportScaling3DMode {
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VIEWPORT_SCALING_3D_MODE_BILINEAR,
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VIEWPORT_SCALING_3D_MODE_FSR,
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VIEWPORT_SCALING_3D_MODE_MAX
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};
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virtual void viewport_set_use_xr(RID p_viewport, bool p_use_xr) = 0;
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virtual void viewport_set_scale_3d(RID p_viewport, float p_scale_3d) = 0;
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virtual void viewport_set_size(RID p_viewport, int p_width, int p_height) = 0;
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virtual void viewport_set_active(RID p_viewport, bool p_active) = 0;
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virtual void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) = 0;
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@@ -779,6 +784,11 @@ public:
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virtual void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) = 0;
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virtual void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) = 0;
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virtual void viewport_set_scaling_3d_mode(RID p_viewport, ViewportScaling3DMode p_scaling_3d_mode) = 0;
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virtual void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) = 0;
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virtual void viewport_set_fsr_sharpness(RID p_viewport, float p_fsr_sharpness) = 0;
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virtual void viewport_set_fsr_mipmap_bias(RID p_viewport, float p_fsr_mipmap_bias) = 0;
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enum ViewportUpdateMode {
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VIEWPORT_UPDATE_DISABLED,
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VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated
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@@ -1561,6 +1571,7 @@ VARIANT_ENUM_CAST(RenderingServer::ParticlesEmitFlags);
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VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionType);
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VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionHeightfieldResolution);
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VARIANT_ENUM_CAST(RenderingServer::FogVolumeShape);
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VARIANT_ENUM_CAST(RenderingServer::ViewportScaling3DMode);
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VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode);
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VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode);
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VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA);
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