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Rendering: MoltenVK hack is no longer required, as bug was fixed.

Original issue: https://github.com/godotengine/godot/pull/51679#issuecomment-976900929

And related fix in SPIRV-Cross: https://github.com/KhronosGroup/SPIRV-Cross/issues/2046
This commit is contained in:
Stuart Carnie
2024-12-20 06:38:42 -07:00
parent 89001f91d2
commit 9344a29f0e

View File

@@ -36,18 +36,11 @@ using namespace RendererRD;
FSR::FSR() {
Vector<String> FSR_upscale_modes;
#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
// MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
#else
// Everyone else can use normal mode when available.
if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
} else {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
}
#endif
fsr_shader.initialize(FSR_upscale_modes);