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Optimize Mobile renderer by using FP16 explicitly.
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@@ -41,7 +41,7 @@ FSR::FSR() {
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fsr_shader.initialize(fsr_upscale_modes);
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FSRShaderVariant variant;
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_HALF_FLOAT)) {
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variant = FSR_SHADER_VARIANT_NORMAL;
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} else {
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variant = FSR_SHADER_VARIANT_FALLBACK;
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@@ -518,7 +518,7 @@ FSR2Effect::FSR2Effect() {
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capabilities.minimumSupportedShaderModel = FFX_SHADER_MODEL_5_1;
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capabilities.waveLaneCountMin = 32;
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capabilities.waveLaneCountMax = 32;
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capabilities.fp16Supported = RD::get_singleton()->has_feature(RD::Features::SUPPORTS_FSR_HALF_FLOAT);
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capabilities.fp16Supported = RD::get_singleton()->has_feature(RD::Features::SUPPORTS_HALF_FLOAT);
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capabilities.raytracingSupported = false;
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String general_defines =
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