forked from LeenkxTeam/LNXSDK
Update
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@ -22,6 +22,11 @@ class DynamicResolutionScale {
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if (frameTimeAvg > startScaleMs && frameTimeAvg < 100) {
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var overTime = Math.min(scaleRangeMs, frameTimeAvg - startScaleMs);
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var scale = 1.0 - (overTime / scaleRangeMs) * (1.0 - maxScale);
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#if rp_fsr1
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{ scale = scale * 0.5; }
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#end
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var w = Std.int(iron.App.w() * scale);
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var h = Std.int(iron.App.h() * scale);
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path.setCurrentViewport(w, h);
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@ -281,7 +281,7 @@ class RenderPathDeferred {
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}
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#end
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#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
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#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || rp_fsr1)
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{
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var t = new RenderTargetRaw();
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t.name = "bufa";
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@ -291,7 +291,11 @@ class RenderPathDeferred {
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t.format = "RGBA32";
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t.scale = Inc.getSuperSampling();
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path.createRenderTarget(t);
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}
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#end
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#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
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{
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var t = new RenderTargetRaw();
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t.name = "bufb";
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t.width = 0;
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@ -1189,32 +1193,11 @@ class RenderPathDeferred {
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#if rp_fsr1
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{
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#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
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#if (rp_supersampling == 4)
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var fsrSource = "buf";
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var fsrDest = "buf";
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#else
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path.setTarget("bufb");
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path.bindTarget(framebuffer != "" ? framebuffer : "buf", "tex");
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path.drawShader("shader_datas/copy_pass/copy_pass");
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var fsrSource = "bufb";
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var fsrDest = "";
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#end
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#else
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#if (rp_supersampling == 4)
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var fsrSource = "buf";
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var fsrDest = "buf";
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#else
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path.setTarget("bufa");
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path.bindTarget(target != "" ? target : "buf", "tex");
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path.drawShader("shader_datas/copy_pass/copy_pass");
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var fsrSource = "bufa";
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var fsrDest = "";
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#end
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#end
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path.setTarget(fsrDest);
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path.bindTarget(fsrSource, "tex");
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path.setTarget("bufa");
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path.bindTarget(framebuffer != "" ? framebuffer : "buf", "tex");
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path.drawShader("shader_datas/fsr1_easu_pass/fsr1_easu_pass");
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path.setTarget(framebuffer != "" ? framebuffer : "buf");
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path.bindTarget("bufa", "tex");
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path.drawShader("shader_datas/fsr1_rcas_pass/fsr1_rcas_pass");
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}
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#end
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@ -822,7 +822,15 @@ def extract_filename(s):
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def get_render_resolution(scene):
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render = scene.render
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scale = render.resolution_percentage / 100
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return int(render.resolution_x * scale), int(render.resolution_y * scale)
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resx = int(render.resolution_x * scale)
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resy = int(render.resolution_y * scale)
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rpdat = get_rp()
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if rpdat.rp_fsr1 != 'Off':
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resx = int(resx * 0.5)
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resy = int(resy * 0.5)
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return resx, resy
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def get_texture_quality_percentage() -> int:
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return int(bpy.data.worlds['Lnx'].lnx_texture_quality * 100)
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