Add custom upscaler implementation to RD renderer#114670
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BastiaanOlij wants to merge 1 commit intogodotengine:masterfrom
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Add custom upscaler implementation to RD renderer#114670BastiaanOlij wants to merge 1 commit intogodotengine:masterfrom
BastiaanOlij wants to merge 1 commit intogodotengine:masterfrom
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Is it planned to also migrate the builtin upscalers (like MetalFX, FSR1 and 2) to this API? This would reduce some duplicate code in render_forward_clustered.cpp. |
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Not at this time, and it would only be able to replace FSR2 and Temporal MetalFX if we choose to do so. Implementing those two as subclasses of this does make sense to me, but I think that should be a longer term goal. |
ChloePrime
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Jan 21, 2026
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This PR implements a solution to allow creation of custom upscalers. It's based on the same approach we've used for compositor effects, e.g once configured the rendering engine does a callback into the custom code to perform the actual upscaling.
The current approach only targets Forward+ and performs upscaling right after 3D rendering but before post processing similar to FSR2 and Temporal MetalFX. In theory you should be able to re-implement either using this approach.
Very simple test project that does a 2x2 upscale:
https://codeberg.org/BastiaanOlij/test-custom-upscaler
Only outstanding issue that I'm not sure how to solve is that I can't set project settings for this so the default viewport is setup with a custom upscaler. The main issue here is that we suppress MetalFX, so adding Custom as a enum at the end is not possible (unless there is an alternative way to fill the dropdown).
Implements: godotengine/godot-proposals#13718