1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-11 13:10:58 +00:00

Use Vector* component-wise min/max/clamp functions where applicable

This commit is contained in:
A Thousand Ships
2024-03-03 12:49:08 +01:00
parent fe01776f05
commit 79ba22a73f
53 changed files with 95 additions and 176 deletions

View File

@@ -760,8 +760,7 @@ Error RenderingDeviceDriverVulkan::_check_device_capabilities() {
vrs_capabilities.max_texel_size.y = vrs_properties.maxFragmentShadingRateAttachmentTexelSize.height;
// We'll attempt to default to a texel size of 16x16.
vrs_capabilities.texel_size.x = CLAMP(16, vrs_capabilities.min_texel_size.x, vrs_capabilities.max_texel_size.x);
vrs_capabilities.texel_size.y = CLAMP(16, vrs_capabilities.min_texel_size.y, vrs_capabilities.max_texel_size.y);
vrs_capabilities.texel_size = Vector2i(16, 16).clamp(vrs_capabilities.min_texel_size, vrs_capabilities.max_texel_size);
print_verbose(String(" Attachment fragment shading rate") + String(", min texel size: (") + itos(vrs_capabilities.min_texel_size.x) + String(", ") + itos(vrs_capabilities.min_texel_size.y) + String(")") + String(", max texel size: (") + itos(vrs_capabilities.max_texel_size.x) + String(", ") + itos(vrs_capabilities.max_texel_size.y) + String(")"));
}