Add persisted AMD FSR3 framegen runtime toggle plumbing

This commit is contained in:
Kelsi 2026-03-08 22:53:21 -07:00
parent a49decd9a6
commit bdfec103ac
6 changed files with 65 additions and 0 deletions

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@ -195,6 +195,9 @@ make -j$(nproc)
- `sdk/src/backends/vk/CMakeShadersOpticalflow.txt`
- CMake option:
- `WOWEE_ENABLE_AMD_FSR3_FRAMEGEN=ON` enables a compile-probe target (`wowee_fsr3_framegen_amd_vk_probe`) that validates SDK FI/OF/FSR3/Vulkan interface headers at build time.
- Runtime toggle:
- In settings, `AMD FSR3 Frame Generation (Experimental)` persists to config.
- Current state is staging-only (`dispatch not linked yet`) until FidelityFX-SDK runtime component binaries are integrated.
### Current FSR Defaults

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@ -33,6 +33,11 @@ Detection expects:
- `1` when FidelityFX-SDK FI/OF/FSR3+VK headers are detected.
- `0` when headers are missing (probe target disabled).
Runtime note:
- Renderer/UI now expose a persisted experimental framegen toggle.
- Current runtime status is `staged` (no FI/OF dispatch yet) until FidelityFX-SDK runtime implementation/shader blob linking is completed.
## Current Status
- AMD FSR2 Vulkan dispatch path is integrated and used when available.

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@ -275,6 +275,8 @@ public:
void setFSR2Enabled(bool enabled);
bool isFSR2Enabled() const { return fsr2_.enabled; }
void setFSR2DebugTuning(float jitterSign, float motionVecScaleX, float motionVecScaleY);
void setAmdFsr3FramegenEnabled(bool enabled);
bool isAmdFsr3FramegenEnabled() const { return fsr2_.amdFsr3FramegenEnabled; }
float getFSR2JitterSign() const { return fsr2_.jitterSign; }
float getFSR2MotionVecScaleX() const { return fsr2_.motionVecScaleX; }
float getFSR2MotionVecScaleY() const { return fsr2_.motionVecScaleY; }
@ -288,6 +290,7 @@ public:
#else
bool isAmdFsr3FramegenSdkAvailable() const { return false; }
#endif
bool isAmdFsr3FramegenRuntimeActive() const { return fsr2_.amdFsr3FramegenRuntimeActive; }
void setWaterRefractionEnabled(bool enabled);
bool isWaterRefractionEnabled() const;
@ -434,6 +437,8 @@ private:
uint32_t frameIndex = 0;
bool needsHistoryReset = true;
bool useAmdBackend = false;
bool amdFsr3FramegenEnabled = false;
bool amdFsr3FramegenRuntimeActive = false;
float jitterSign = 0.38f;
float motionVecScaleX = 1.0f;
float motionVecScaleY = 1.0f;

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@ -123,6 +123,7 @@ private:
float pendingFSR2JitterSign = 0.38f;
float pendingFSR2MotionVecScaleX = 1.0f;
float pendingFSR2MotionVecScaleY = 1.0f;
bool pendingAMDFramegen = false;
bool fsrSettingsApplied_ = false;
// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)

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@ -3740,6 +3740,7 @@ bool Renderer::initFSR2Resources() {
" -> ", swapExtent.width, "x", swapExtent.height,
" (scale=", fsr2_.scaleFactor, ")");
fsr2_.useAmdBackend = false;
fsr2_.amdFsr3FramegenRuntimeActive = false;
#if WOWEE_HAS_AMD_FSR2
LOG_INFO("FSR2: AMD FidelityFX SDK detected at build time.");
#else
@ -3838,6 +3839,14 @@ bool Renderer::initFSR2Resources() {
if (ctxErr == FFX_OK) {
fsr2_.useAmdBackend = true;
LOG_INFO("FSR2 AMD: context created successfully.");
#if WOWEE_HAS_AMD_FSR3_FRAMEGEN
if (fsr2_.amdFsr3FramegenEnabled) {
// Runtime dispatch path is staged behind SDK runtime binary integration.
// Keep the user toggle persisted, but report inactive runtime for now.
fsr2_.amdFsr3FramegenRuntimeActive = false;
LOG_WARNING("FSR3 framegen is enabled in settings, but runtime dispatch is not linked yet; running FSR2-only.");
}
#endif
} else {
LOG_WARNING("FSR2 AMD: context creation failed (", static_cast<int>(ctxErr), "), using internal fallback.");
std::free(fsr2_.amdScratchBuffer);
@ -4135,6 +4144,7 @@ void Renderer::destroyFSR2Resources() {
}
fsr2_.amdScratchBufferSize = 0;
#endif
fsr2_.amdFsr3FramegenRuntimeActive = false;
if (fsr2_.sharpenPipeline) { vkDestroyPipeline(device, fsr2_.sharpenPipeline, nullptr); fsr2_.sharpenPipeline = VK_NULL_HANDLE; }
if (fsr2_.sharpenPipelineLayout) { vkDestroyPipelineLayout(device, fsr2_.sharpenPipelineLayout, nullptr); fsr2_.sharpenPipelineLayout = VK_NULL_HANDLE; }
@ -4395,6 +4405,13 @@ void Renderer::setFSR2Enabled(bool enabled) {
fsr2_.enabled = enabled;
if (enabled) {
static bool initFramegenToggleFromEnv = false;
if (!initFramegenToggleFromEnv) {
initFramegenToggleFromEnv = true;
if (std::getenv("WOWEE_ENABLE_AMD_FSR3_FRAMEGEN_RUNTIME") != nullptr) {
fsr2_.amdFsr3FramegenEnabled = true;
}
}
// FSR2 replaces both FSR1 and MSAA
if (fsr_.enabled) {
fsr_.enabled = false;
@ -4421,6 +4438,23 @@ void Renderer::setFSR2DebugTuning(float jitterSign, float motionVecScaleX, float
fsr2_.motionVecScaleY = glm::clamp(motionVecScaleY, -2.0f, 2.0f);
}
void Renderer::setAmdFsr3FramegenEnabled(bool enabled) {
fsr2_.amdFsr3FramegenEnabled = enabled;
#if WOWEE_HAS_AMD_FSR3_FRAMEGEN
if (enabled) {
fsr2_.amdFsr3FramegenRuntimeActive = false;
LOG_WARNING("FSR3 framegen toggle enabled, but runtime dispatch is not linked yet; running FSR2-only.");
} else {
fsr2_.amdFsr3FramegenRuntimeActive = false;
}
#else
fsr2_.amdFsr3FramegenRuntimeActive = false;
if (enabled) {
LOG_WARNING("FSR3 framegen requested, but AMD FSR3 framegen SDK headers are unavailable in this build.");
}
#endif
}
// ========================= End FSR 2.2 =========================
void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {

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@ -326,6 +326,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
renderer->setFSRQuality(fsrScales[pendingFSRQuality]);
renderer->setFSRSharpness(pendingFSRSharpness);
renderer->setFSR2DebugTuning(pendingFSR2JitterSign, pendingFSR2MotionVecScaleX, pendingFSR2MotionVecScaleY);
renderer->setAmdFsr3FramegenEnabled(pendingAMDFramegen);
// Safety fallback: persisted FSR2 can still hang on some systems during startup.
// Require explicit opt-in for startup FSR2; otherwise fall back to FSR1.
const bool allowStartupFsr2 = (std::getenv("WOWEE_ALLOW_STARTUP_FSR2") != nullptr);
@ -6336,6 +6337,20 @@ void GameScreen::renderSettingsWindow() {
if (fsrMode == 2 && renderer) {
ImGui::TextDisabled("FSR2 backend: %s",
renderer->isAmdFsr2SdkAvailable() ? "AMD FidelityFX SDK" : "Internal fallback");
if (renderer->isAmdFsr3FramegenSdkAvailable()) {
if (ImGui::Checkbox("AMD FSR3 Frame Generation (Experimental)", &pendingAMDFramegen)) {
renderer->setAmdFsr3FramegenEnabled(pendingAMDFramegen);
saveSettings();
}
ImGui::TextDisabled("Runtime: %s",
renderer->isAmdFsr3FramegenRuntimeActive() ? "Active" : "Staged (dispatch not linked yet)");
} else {
ImGui::BeginDisabled();
bool disabledFg = false;
ImGui::Checkbox("AMD FSR3 Frame Generation (Experimental)", &disabledFg);
ImGui::EndDisabled();
ImGui::TextDisabled("Requires FidelityFX-SDK framegen headers.");
}
}
const char* fsrQualityLabels[] = { "Native (100%)", "Ultra Quality (77%)", "Quality (67%)", "Balanced (59%)" };
static const float fsrScaleFactors[] = { 0.77f, 0.67f, 0.59f, 1.00f };
@ -7493,6 +7508,7 @@ void GameScreen::saveSettings() {
out << "fsr2_jitter_sign=" << pendingFSR2JitterSign << "\n";
out << "fsr2_mv_scale_x=" << pendingFSR2MotionVecScaleX << "\n";
out << "fsr2_mv_scale_y=" << pendingFSR2MotionVecScaleY << "\n";
out << "amd_fsr3_framegen=" << (pendingAMDFramegen ? 1 : 0) << "\n";
// Controls
out << "mouse_sensitivity=" << pendingMouseSensitivity << "\n";
@ -7592,6 +7608,7 @@ void GameScreen::loadSettings() {
else if (key == "fsr2_jitter_sign") pendingFSR2JitterSign = std::clamp(std::stof(val), -2.0f, 2.0f);
else if (key == "fsr2_mv_scale_x") pendingFSR2MotionVecScaleX = std::clamp(std::stof(val), -2.0f, 2.0f);
else if (key == "fsr2_mv_scale_y") pendingFSR2MotionVecScaleY = std::clamp(std::stof(val), -2.0f, 2.0f);
else if (key == "amd_fsr3_framegen") pendingAMDFramegen = (std::stoi(val) != 0);
// Controls
else if (key == "mouse_sensitivity") pendingMouseSensitivity = std::clamp(std::stof(val), 0.05f, 1.0f);
else if (key == "invert_mouse") pendingInvertMouse = (std::stoi(val) != 0);