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Optimize Mobile renderer by using FP16 explicitly.

This commit is contained in:
Dario
2025-05-28 11:58:07 -03:00
parent 8f87e60307
commit 46277836a6
23 changed files with 938 additions and 786 deletions

View File

@@ -41,7 +41,7 @@ FSR::FSR() {
fsr_shader.initialize(fsr_upscale_modes);
FSRShaderVariant variant;
if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
if (RD::get_singleton()->has_feature(RD::SUPPORTS_HALF_FLOAT)) {
variant = FSR_SHADER_VARIANT_NORMAL;
} else {
variant = FSR_SHADER_VARIANT_FALLBACK;

View File

@@ -518,7 +518,7 @@ FSR2Effect::FSR2Effect() {
capabilities.minimumSupportedShaderModel = FFX_SHADER_MODEL_5_1;
capabilities.waveLaneCountMin = 32;
capabilities.waveLaneCountMax = 32;
capabilities.fp16Supported = RD::get_singleton()->has_feature(RD::Features::SUPPORTS_FSR_HALF_FLOAT);
capabilities.fp16Supported = RD::get_singleton()->has_feature(RD::Features::SUPPORTS_HALF_FLOAT);
capabilities.raytracingSupported = false;
String general_defines =