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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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@@ -2225,6 +2225,9 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_gpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_gpu);
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ClassDB::bind_method(D_METHOD("viewport_set_vrs_mode", "viewport", "mode"), &RenderingServer::viewport_set_vrs_mode);
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ClassDB::bind_method(D_METHOD("viewport_set_vrs_texture", "viewport", "texture"), &RenderingServer::viewport_set_vrs_texture);
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BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_BILINEAR);
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BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_FSR);
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BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_MAX);
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@@ -2300,6 +2303,11 @@ void RenderingServer::_bind_methods() {
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OCCLUDERS);
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_MOTION_VECTORS);
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BIND_ENUM_CONSTANT(VIEWPORT_VRS_DISABLED);
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BIND_ENUM_CONSTANT(VIEWPORT_VRS_TEXTURE);
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BIND_ENUM_CONSTANT(VIEWPORT_VRS_XR);
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BIND_ENUM_CONSTANT(VIEWPORT_VRS_MAX);
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/* SKY API */
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ClassDB::bind_method(D_METHOD("sky_create"), &RenderingServer::sky_create);
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