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

@ -256,7 +256,7 @@ public:
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
virtual RID render_buffers_create() = 0;
virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) = 0;
virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) = 0;
virtual void gi_set_use_half_resolution(bool p_enable) = 0;
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;