Add FSR3 Generic API path and harden runtime diagnostics

- AmdFsr3Runtime now probes both the legacy ffxFsr3* API and the newer
  generic ffxCreateContext/ffxDispatch API; selects whichever the loaded
  runtime library exports (GenericApi takes priority fallback)
- Generic API path implements full upscale + frame-generation context
  creation, configure, dispatch, and destroy lifecycle
- dlopen error captured and surfaced in lastError_ on Linux so runtime
  initialization failures are actionable
- FSR3 runtime init failure log now includes path kind, error string,
  and loaded library path for easier debugging
- tools/generate_ffx_sdk_vk_permutations.sh added: auto-bootstraps
  missing VK permutation headers; DXC auto-downloaded on Linux/Windows
  MSYS2; macOS reads from PATH (CI installs via brew dxc)
- CMakeLists: add upscalers/include to probe include dirs, invoke
  permutation script before SDK build, scope FFX pragma/ODR warning
  suppressions to affected TUs, add runtime-copy dependency on wowee
- UI labels updated from "FSR2" → "FSR3" in settings, tuning panel,
  performance HUD, and combo boxes
- CI macOS job now installs dxc via Homebrew for permutation codegen
This commit is contained in:
Kelsi 2026-03-09 12:51:59 -07:00
parent ae48e4d7a6
commit bae32c1823
11 changed files with 537 additions and 16 deletions

View file

@ -68,6 +68,11 @@ public:
const std::string& lastError() const { return lastError_; }
private:
enum class ApiMode {
LegacyFsr3,
GenericApi
};
void* libHandle_ = nullptr;
std::string loadedLibraryPath_;
void* scratchBuffer_ = nullptr;
@ -80,6 +85,10 @@ private:
struct RuntimeFns;
RuntimeFns* fns_ = nullptr;
void* contextStorage_ = nullptr;
ApiMode apiMode_ = ApiMode::LegacyFsr3;
void* genericUpscaleContext_ = nullptr;
void* genericFramegenContext_ = nullptr;
uint64_t genericFrameId_ = 1;
};
} // namespace wowee::rendering

View file

@ -117,7 +117,7 @@ private:
bool pendingPOM = true; // on by default
int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
bool pendingFSR = false;
int pendingUpscalingMode = 0; // 0=Off, 1=FSR1, 2=FSR2
int pendingUpscalingMode = 0; // 0=Off, 1=FSR1, 2=FSR3
int pendingFSRQuality = 3; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Native(100%)
float pendingFSRSharpness = 1.6f;
float pendingFSR2JitterSign = 0.38f;