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using UnityEngine;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// Contains utility methods for HDRP to query DRS Capabilities.
/// </summary>
public static class HDDynamicResolutionPlatformCapabilities
{
/// <summary>
/// True if the render pipeline detected DLSS capable platform. False otherwise.
/// </summary>
public static bool DLSSDetected { get { return m_DLSSDetected; } }
/// <summary>
/// True if the render pipeline detected FSR2 capable platform. False otherwise.
/// </summary>
public static bool FSR2Detected { get { return m_FSR2Detected; } }
private static bool m_DLSSDetected = false;
private static bool m_FSR2Detected = false;
internal static void SetupFeatures()
{
m_DLSSDetected = DLSSPass.SetupFeature();
m_FSR2Detected = FSR2Pass.SetupFeature();
}
}
}