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Rendering: MoltenVK hack is no longer required, as bug was fixed.
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Original issue: godotengine#51679 (comment)

And related fix in SPIRV-Cross: KhronosGroup/SPIRV-Cross#2046
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stuartcarnie authored and tGautot committed Feb 5, 2025
1 parent d46e6d8 commit 3fdd465
Showing 1 changed file with 0 additions and 7 deletions.
7 changes: 0 additions & 7 deletions servers/rendering/renderer_rd/effects/fsr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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);

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