fix: remove Y-flip counter-hacks in FSR shaders; invert mouse by default; FSR1 disables MSAA

FSR EASU and FSR2 sharpen fragment shaders had a manual Y-flip to undo
the now-removed postprocess.vert flip.  Strip those since the vertex
shader no longer flips, making all postprocess paths consistent.

Also flip the default mouse Y-axis to match user expectation (mouse
down = look up / flight-sim style) and make FSR1 disable MSAA on
enable, matching FSR2 behaviour (FSR provides its own spatial AA).
This commit is contained in:
Kelsi 2026-03-12 21:59:41 -07:00
parent f8f57411f2
commit ebaf95cc42
6 changed files with 10 additions and 8 deletions

View file

@ -3865,7 +3865,13 @@ void Renderer::setFSREnabled(bool enabled) {
if (fsr_.enabled == enabled) return;
fsr_.enabled = enabled;
if (!enabled) {
if (enabled) {
// FSR1 upscaling renders its own AA — disable MSAA to avoid redundant work
if (vkCtx && vkCtx->getMsaaSamples() > VK_SAMPLE_COUNT_1_BIT) {
pendingMsaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
msaaChangePending_ = true;
}
} else {
// Defer destruction to next beginFrame() — can't destroy mid-render
fsr_.needsRecreate = true;
}