Rendering: MoltenVK hack is no longer required, as bug was fixed.
Original issue: https://github.com/godotengine/godot/pull/51679#issuecomment-976900929 And related fix in SPIRV-Cross: https://github.com/KhronosGroup/SPIRV-Cross/issues/2046
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@ -36,18 +36,11 @@ using namespace RendererRD;
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FSR::FSR() {
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Vector<String> FSR_upscale_modes;
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#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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// MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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#else
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// Everyone else can use normal mode when available.
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
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} else {
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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}
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#endif
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fsr_shader.initialize(FSR_upscale_modes);
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