Stage FSR3 framegen dispatch hook in frame pipeline

This commit is contained in:
Kelsi 2026-03-08 22:57:35 -07:00
parent bdfec103ac
commit e1c93c47be
2 changed files with 31 additions and 0 deletions

View file

@ -1160,6 +1160,7 @@ void Renderer::endFrame() {
// Compute passes: motion vectors -> temporal accumulation
dispatchMotionVectors();
dispatchAmdFsr2();
dispatchAmdFsr3Framegen();
// Transition history output: GENERAL -> SHADER_READ_ONLY for sharpen pass
transitionImageLayout(currentCmd, fsr2_.history[fsr2_.currentHistory].image,
@ -3741,6 +3742,7 @@ bool Renderer::initFSR2Resources() {
" (scale=", fsr2_.scaleFactor, ")");
fsr2_.useAmdBackend = false;
fsr2_.amdFsr3FramegenRuntimeActive = false;
fsr2_.amdFsr3FramegenRuntimeReady = false;
#if WOWEE_HAS_AMD_FSR2
LOG_INFO("FSR2: AMD FidelityFX SDK detected at build time.");
#else
@ -3844,6 +3846,7 @@ bool Renderer::initFSR2Resources() {
// Runtime dispatch path is staged behind SDK runtime binary integration.
// Keep the user toggle persisted, but report inactive runtime for now.
fsr2_.amdFsr3FramegenRuntimeActive = false;
fsr2_.amdFsr3FramegenRuntimeReady = false;
LOG_WARNING("FSR3 framegen is enabled in settings, but runtime dispatch is not linked yet; running FSR2-only.");
}
#endif
@ -4145,6 +4148,7 @@ void Renderer::destroyFSR2Resources() {
fsr2_.amdScratchBufferSize = 0;
#endif
fsr2_.amdFsr3FramegenRuntimeActive = false;
fsr2_.amdFsr3FramegenRuntimeReady = 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; }
@ -4363,6 +4367,28 @@ void Renderer::dispatchAmdFsr2() {
#endif
}
void Renderer::dispatchAmdFsr3Framegen() {
if (!fsr2_.amdFsr3FramegenEnabled) {
fsr2_.amdFsr3FramegenRuntimeActive = false;
return;
}
#if WOWEE_HAS_AMD_FSR3_FRAMEGEN
// Runtime FI/OF dispatch requires linked FidelityFX-SDK implementation binaries.
// The integration hook is intentionally placed here (right after FSR2 dispatch),
// so we can enable real frame generation without refactoring the frame pipeline.
if (!fsr2_.amdFsr3FramegenRuntimeReady) {
static bool warnedMissingRuntime = false;
if (!warnedMissingRuntime) {
warnedMissingRuntime = true;
LOG_WARNING("FSR3 framegen is staged, but runtime binaries are not linked; skipping frame generation dispatch.");
}
}
fsr2_.amdFsr3FramegenRuntimeActive = false;
#else
fsr2_.amdFsr3FramegenRuntimeActive = false;
#endif
}
void Renderer::renderFSR2Sharpen() {
if (!fsr2_.sharpenPipeline || currentCmd == VK_NULL_HANDLE) return;
@ -4443,12 +4469,15 @@ void Renderer::setAmdFsr3FramegenEnabled(bool enabled) {
#if WOWEE_HAS_AMD_FSR3_FRAMEGEN
if (enabled) {
fsr2_.amdFsr3FramegenRuntimeActive = false;
fsr2_.amdFsr3FramegenRuntimeReady = false;
LOG_WARNING("FSR3 framegen toggle enabled, but runtime dispatch is not linked yet; running FSR2-only.");
} else {
fsr2_.amdFsr3FramegenRuntimeActive = false;
fsr2_.amdFsr3FramegenRuntimeReady = false;
}
#else
fsr2_.amdFsr3FramegenRuntimeActive = false;
fsr2_.amdFsr3FramegenRuntimeReady = false;
if (enabled) {
LOG_WARNING("FSR3 framegen requested, but AMD FSR3 framegen SDK headers are unavailable in this build.");
}