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Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
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@@ -1309,7 +1309,7 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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#else
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// Everyone else can use normal mode when available.
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if (RD::get_singleton()->get_device_capabilities()->supports_fsr_half_float) {
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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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} else {
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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