Implemented AMD's FSR as a computer shader for upscaling 3D scenes

This commit is contained in:
Je06jm 2021-11-23 14:16:03 -07:00
parent 5efe80f308
commit 20deb0917d
39 changed files with 4807 additions and 150 deletions

View file

@ -281,12 +281,12 @@ RendererCompositorRD::RendererCompositorRD() {
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));
uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
if (back_end == 1 || textures_per_stage < 48) {
if (back_end || textures_per_stage < 48) {
scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
} else { // back_end == 0
} else { // back_end == false
// default to our high end renderer
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
}