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

View file

@ -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) {