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https://github.com/Kelsidavis/WoWee.git
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Persist upscaling mode and refine FSR2 jitter behavior
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6fd1c94d99
commit
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3 changed files with 21 additions and 20 deletions
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@ -117,6 +117,7 @@ private:
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bool pendingPOM = true; // on by default
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int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
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bool pendingFSR = false;
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int pendingUpscalingMode = 0; // 0=Off, 1=FSR1, 2=FSR2
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int pendingFSRQuality = 0; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Performance
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float pendingFSRSharpness = 0.5f;
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bool fsrSettingsApplied_ = false;
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@ -1205,9 +1205,7 @@ void Renderer::endFrame() {
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renderFSR2Sharpen();
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// Maintain frame bookkeeping
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fsr2_.prevViewProjection = fsr2_.useAmdBackend
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? camera->getUnjitteredViewProjectionMatrix()
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: camera->getViewProjectionMatrix();
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fsr2_.prevViewProjection = camera->getViewProjectionMatrix();
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fsr2_.prevJitter = camera->getJitter();
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camera->clearJitter();
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if (fsr2_.useAmdBackend) {
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@ -3826,9 +3824,7 @@ bool Renderer::initFSR2Resources() {
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fsr2_.amdScratchBufferSize = 0;
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} else {
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FfxFsr2ContextDescription ctxDesc{};
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// AMD path uses unjittered reprojection matrices for motion vectors.
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// Keep jitter cancellation off to avoid double compensation jitter.
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ctxDesc.flags = FFX_FSR2_ENABLE_AUTO_EXPOSURE;
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ctxDesc.flags = FFX_FSR2_ENABLE_AUTO_EXPOSURE | FFX_FSR2_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION;
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ctxDesc.maxRenderSize.width = fsr2_.internalWidth;
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ctxDesc.maxRenderSize.height = fsr2_.internalHeight;
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ctxDesc.displaySize.width = swapExtent.width;
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@ -4187,17 +4183,14 @@ void Renderer::dispatchMotionVectors() {
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vkCmdBindDescriptorSets(currentCmd, VK_PIPELINE_BIND_POINT_COMPUTE,
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fsr2_.motionVecPipelineLayout, 0, 1, &fsr2_.motionVecDescSet, 0, nullptr);
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// Reprojection matrices:
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// AMD path uses unjittered matrices (FSR handles jitter via desc.jitterOffset).
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// Internal fallback keeps existing jittered behavior.
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// Reprojection with jittered matrices:
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// reconstruct world position from current depth, then project into previous clip.
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struct {
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glm::mat4 prevViewProjection;
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glm::mat4 invCurrentViewProj;
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} pc;
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glm::mat4 currentVP = fsr2_.useAmdBackend
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? camera->getUnjitteredViewProjectionMatrix()
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: camera->getViewProjectionMatrix();
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glm::mat4 currentVP = camera->getViewProjectionMatrix();
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pc.prevViewProjection = fsr2_.prevViewProjection;
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pc.invCurrentViewProj = glm::inverse(currentVP);
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@ -317,18 +317,17 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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}
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}
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// Apply saved FSR setting once when renderer is available
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if (!fsrSettingsApplied_ && pendingFSR) {
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// Apply saved upscaling setting once when renderer is available
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if (!fsrSettingsApplied_) {
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auto* renderer = core::Application::getInstance().getRenderer();
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if (renderer) {
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static const float fsrScales[] = { 0.77f, 0.67f, 0.59f, 0.50f };
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renderer->setFSRQuality(fsrScales[pendingFSRQuality]);
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renderer->setFSRSharpness(pendingFSRSharpness);
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renderer->setFSREnabled(true);
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renderer->setFSREnabled(pendingUpscalingMode == 1);
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renderer->setFSR2Enabled(pendingUpscalingMode == 2);
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fsrSettingsApplied_ = true;
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}
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} else {
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fsrSettingsApplied_ = true;
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}
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// Apply auto-loot setting to GameHandler every frame (cheap bool sync)
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@ -6300,9 +6299,9 @@ void GameScreen::renderSettingsWindow() {
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{
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// FSR mode selection: Off, FSR 1.0 (Spatial), FSR 2.2 (Temporal)
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const char* fsrModeLabels[] = { "Off", "FSR 1.0 (Spatial)", "FSR 2.2 (Temporal)" };
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int fsrMode = pendingFSR ? 1 : 0;
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if (renderer && renderer->isFSR2Enabled()) fsrMode = 2;
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int fsrMode = pendingUpscalingMode;
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if (ImGui::Combo("Upscaling", &fsrMode, fsrModeLabels, 3)) {
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pendingUpscalingMode = fsrMode;
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pendingFSR = (fsrMode == 1);
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if (renderer) {
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renderer->setFSREnabled(fsrMode == 1);
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@ -7441,6 +7440,7 @@ void GameScreen::saveSettings() {
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out << "normal_map_strength=" << pendingNormalMapStrength << "\n";
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out << "pom=" << (pendingPOM ? 1 : 0) << "\n";
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out << "pom_quality=" << pendingPOMQuality << "\n";
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out << "upscaling_mode=" << pendingUpscalingMode << "\n";
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out << "fsr=" << (pendingFSR ? 1 : 0) << "\n";
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out << "fsr_quality=" << pendingFSRQuality << "\n";
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out << "fsr_sharpness=" << pendingFSRSharpness << "\n";
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@ -7530,7 +7530,14 @@ void GameScreen::loadSettings() {
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else if (key == "normal_map_strength") pendingNormalMapStrength = std::clamp(std::stof(val), 0.0f, 2.0f);
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else if (key == "pom") pendingPOM = (std::stoi(val) != 0);
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else if (key == "pom_quality") pendingPOMQuality = std::clamp(std::stoi(val), 0, 2);
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else if (key == "fsr") pendingFSR = (std::stoi(val) != 0);
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else if (key == "upscaling_mode") {
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pendingUpscalingMode = std::clamp(std::stoi(val), 0, 2);
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pendingFSR = (pendingUpscalingMode == 1);
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} else if (key == "fsr") {
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pendingFSR = (std::stoi(val) != 0);
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// Backward compatibility: old configs only had fsr=0/1.
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if (pendingUpscalingMode == 0 && pendingFSR) pendingUpscalingMode = 1;
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}
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else if (key == "fsr_quality") pendingFSRQuality = std::clamp(std::stoi(val), 0, 3);
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else if (key == "fsr_sharpness") pendingFSRSharpness = std::clamp(std::stof(val), 0.0f, 2.0f);
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// Controls
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