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Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie. Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com> Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
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@@ -35,17 +35,20 @@
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using namespace RendererRD;
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FSR::FSR() {
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Vector<String> FSR_upscale_modes;
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Vector<String> fsr_upscale_modes;
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fsr_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
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fsr_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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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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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
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variant = FSR_SHADER_VARIANT_NORMAL;
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} else {
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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variant = FSR_SHADER_VARIANT_FALLBACK;
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}
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fsr_shader.initialize(FSR_upscale_modes);
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shader_version = fsr_shader.version_create();
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pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0));
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pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, variant));
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}
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FSR::~FSR() {
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