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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@ -946,6 +946,16 @@ public:
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virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const = 0;
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enum ViewportVRSMode {
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VIEWPORT_VRS_DISABLED,
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VIEWPORT_VRS_TEXTURE,
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VIEWPORT_VRS_XR,
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VIEWPORT_VRS_MAX,
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};
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virtual void viewport_set_vrs_mode(RID p_viewport, ViewportVRSMode p_mode) = 0;
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virtual void viewport_set_vrs_texture(RID p_viewport, RID p_texture) = 0;
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/* SKY API */
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enum SkyMode {
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@ -1609,6 +1619,7 @@ VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw);
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VARIANT_ENUM_CAST(RenderingServer::ViewportOcclusionCullingBuildQuality);
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VARIANT_ENUM_CAST(RenderingServer::ViewportSDFOversize);
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VARIANT_ENUM_CAST(RenderingServer::ViewportSDFScale);
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VARIANT_ENUM_CAST(RenderingServer::ViewportVRSMode);
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VARIANT_ENUM_CAST(RenderingServer::SkyMode);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentBG);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource);
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