Fix *even* more miscellaneous oddities around the class reference

This commit is contained in:
Micky 2025-03-18 16:24:21 +01:00
parent 6392241742
commit 7603945d14
29 changed files with 66 additions and 64 deletions

View file

@ -512,22 +512,22 @@
Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_FSR" value="1" enum="Scaling3DMode">
Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_FSR2" value="2" enum="Scaling3DMode">
Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.
Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.
</constant>
<constant name="SCALING_3D_MODE_METALFX_SPATIAL" value="3" enum="Scaling3DMode">
Use the [url=https://developer.apple.com/documentation/metalfx/mtlfxspatialscaler#overview]MetalFX spatial upscaler[/url] for the viewport's 3D buffer.
The amount of scaling can be set using [member scaling_3d_scale].
Values less than [code]1.0[/code] will be result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
Values less than [code]1.0[/code] will result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
More information: [url=https://developer.apple.com/documentation/metalfx]MetalFX[/url].
[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
</constant>
<constant name="SCALING_3D_MODE_METALFX_TEMPORAL" value="4" enum="Scaling3DMode">
Use the [url=https://developer.apple.com/documentation/metalfx/mtlfxtemporalscaler#overview]MetalFX temporal upscaler[/url] for the viewport's 3D buffer.
The amount of scaling can be set using [member scaling_3d_scale]. To determine the minimum input scale, use the [method RenderingDevice.limit_get] method with [constant RenderingDevice.LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE].
Values less than [code]1.0[/code] will be result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use MetalFX at native resolution as a TAA solution.
Values less than [code]1.0[/code] will result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use MetalFX at native resolution as a TAA solution.
More information: [url=https://developer.apple.com/documentation/metalfx]MetalFX[/url].
[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
</constant>