You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Implement support for fragment density maps.
Co-Authored-By: Bastiaan Olij <mux213@gmail.com>
This commit is contained in:
@@ -391,6 +391,7 @@ public:
|
||||
// Try to set this bit as much as possible. If you set it, validation doesn't complain
|
||||
// and it works fine on mobile, then go ahead.
|
||||
TEXTURE_USAGE_TRANSIENT_BIT = (1 << 11),
|
||||
TEXTURE_USAGE_MAX_BIT = TEXTURE_USAGE_TRANSIENT_BIT,
|
||||
};
|
||||
|
||||
struct TextureFormat {
|
||||
@@ -883,11 +884,7 @@ public:
|
||||
LIMIT_SUBGROUP_MAX_SIZE,
|
||||
LIMIT_SUBGROUP_IN_SHADERS, // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
|
||||
LIMIT_SUBGROUP_OPERATIONS,
|
||||
LIMIT_VRS_TEXEL_WIDTH,
|
||||
LIMIT_VRS_TEXEL_HEIGHT,
|
||||
LIMIT_VRS_MAX_FRAGMENT_WIDTH,
|
||||
LIMIT_VRS_MAX_FRAGMENT_HEIGHT,
|
||||
LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE,
|
||||
LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE = 46,
|
||||
LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE,
|
||||
LIMIT_MAX_SHADER_VARYINGS,
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user