Kelsi
40289c5f8e
Add wrapper capability query and runtime capability gating
2026-03-09 02:19:11 -07:00
Kelsi
45c2ed7a64
Expose wrapper backend mode in runtime diagnostics
2026-03-09 02:15:55 -07:00
Kelsi
ea2d452f4b
Validate wrapper dispatch sizes and formats early
2026-03-09 02:13:16 -07:00
Kelsi
a0749df85e
Make wrapper framegen transfer function HDR-aware
2026-03-09 02:10:55 -07:00
Kelsi
76728612ff
Fix wrapper init error-path use-after-free
2026-03-09 02:10:01 -07:00
Kelsi
3e5f6d0084
Auto-fallback wrapper backend to DX12 bridge on Windows
2026-03-09 02:08:26 -07:00
Kelsi
1bcc2c6b85
Use monotonic interop fence values for FSR3 bridge dispatch
2026-03-09 02:03:03 -07:00
Kelsi
1c7908f02d
Add ABI v3 fence-value sync for DX12 bridge dispatch
2026-03-09 01:58:45 -07:00
Kelsi
2bd9575419
Harden DX12 bridge dispatch cleanup and execution error handling
2026-03-09 01:54:57 -07:00
Kelsi
94a441e234
Advance DX12 bridge dispatch path and guard Win32 Vulkan handle exports
2026-03-09 01:49:18 -07:00
Kelsi
b65f3e0aa3
Import all DX12 bridge shared handles and expose wrapper last-error symbol
2026-03-09 01:42:41 -07:00
Kelsi
53a692b9ef
Add wrapper last-error API and DX12 handle-import probe
2026-03-09 01:36:26 -07:00
Kelsi
d06d1df873
Wire Win32 semaphore handles into FSR3 wrapper bridge payload
2026-03-09 01:33:39 -07:00
Kelsi
61cb2df400
Add ABI v2 external-handle plumbing for FSR3 bridge dispatch
2026-03-09 01:31:01 -07:00
Kelsi
e25253a6e8
Enable dx12_bridge init path and runtime export compatibility scan
2026-03-09 01:23:04 -07:00
Kelsi
f08b6fd4c2
Expose FSR3 dispatch failure reasons in runtime and HUD
2026-03-09 01:15:49 -07:00
Kelsi
32eb9e3bcb
Default wrapper backend to Vulkan runtime across platforms
2026-03-09 01:12:44 -07:00
Kelsi
8b1fc42b7a
Fix AMD CI SDK layout check and tighten DX12 interop preflight
2026-03-09 01:03:07 -07:00
Kelsi
19bc52f54e
Check Vulkan Win32 interop extensions in DX12 bridge preflight
2026-03-09 00:58:43 -07:00
Kelsi
fd2ca42f28
Add DX12 factory/device preflight for bridge mode
2026-03-09 00:54:36 -07:00
Kelsi
127c8cccc3
Validate Vulkan Win32 interop and AMD API exports in DX12 bridge preflight
2026-03-09 00:52:33 -07:00
Kelsi
45feb51e84
Add DX12 bridge preflight checks and runtime override env
2026-03-09 00:50:09 -07:00
Kelsi
5030f5435f
Add wrapper backend mode switch and explicit DX12 bridge runtime errors
2026-03-09 00:45:39 -07:00
Kelsi
036e102fa0
Add in-tree FSR3 wrapper target and forkable FidelityFX SDK source overrides
2026-03-09 00:36:53 -07:00
Kelsi
73055c507f
Fix non-framegen build by always including platform loader headers
2026-03-09 00:09:15 -07:00
Kelsi
a1c4244a27
Implement clean Path-B FSR3 wrapper ABI for framegen
2026-03-09 00:08:22 -07:00
Kelsi
93850ac6dc
Add Path A/B/C FSR3 runtime detection with clear FG fallback status
2026-03-09 00:01:45 -07:00
Kelsi
5ad4b9be2d
Add FSR3 frame generation runtime stats to performance HUD
2026-03-08 23:35:39 -07:00
Kelsi
e600f003ca
Fix FG disable state reset and FSR3 context compatibility for SDK variants
2026-03-08 23:32:02 -07:00
Kelsi
aa43aa6fc8
Bridge FSR3 Vulkan framegen dispatch and route sharpen to interpolated output
2026-03-08 23:20:50 -07:00
Kelsi
538a1db866
Fix FSR3 runtime wrapper for local SDK API and real Vulkan resource dispatch
2026-03-08 23:13:08 -07:00
Kelsi
f1099f5940
Add FSR3 runtime library probing and readiness status
2026-03-08 23:03:45 -07:00
Kelsi
e1c93c47be
Stage FSR3 framegen dispatch hook in frame pipeline
2026-03-08 22:57:35 -07:00
Kelsi
bdfec103ac
Add persisted AMD FSR3 framegen runtime toggle plumbing
2026-03-08 22:53:21 -07:00
Kelsi
a49decd9a6
Add AMD FSR3 framegen interface probe and CI validation
2026-03-08 22:47:46 -07:00
Kelsi
f6fce0f19a
Fix FSR2 jitter mismatch between projection and dispatch
2026-03-08 21:10:36 -07:00
Kelsi
eccbfb6a5f
Tune FSR2 defaults and simplify jitter controls
2026-03-08 21:08:17 -07:00
Kelsi
2e71c768db
Add live FSR2 motion/jitter tuning controls and HUD readout
2026-03-08 20:56:22 -07:00
Kelsi
96f7728227
Add AMD FSR2 CI build job and adjust jitter offset sign
2026-03-08 20:27:39 -07:00
Kelsi
a12126cc7e
Persist upscaling mode and refine FSR2 jitter behavior
2026-03-08 20:22:11 -07:00
Kelsi
6fd1c94d99
Tune AMD FSR2 motion vectors to reduce residual jitter
2026-03-08 20:15:54 -07:00
Kelsi
0a88406a3d
Reduce FSR2 jitter by preserving temporal history
2026-03-08 20:07:01 -07:00
Kelsi
51a8cf565f
Integrate AMD FSR2 backend and document SDK bootstrap
2026-03-08 19:56:52 -07:00
Kelsi
a24ff375fb
Add AMD FSR2 SDK detection and backend integration scaffolding
2026-03-08 19:33:07 -07:00
Kelsi
e2a2316038
Stabilize FSR2 path and refine temporal pipeline groundwork
2026-03-08 18:52:04 -07:00
Kelsi
c3047c33ba
FSR2: fix motion vector jitter, add bicubic anti-ringing, depth-dilated MVs
...
- Motion shader: unjitter NDC before reprojection (ndc+jitter, not ndc-jitter),
compute motion against unjittered UV so static scenes produce zero motion
- Pass jitter offset to motion shader (push constant 80→96 bytes)
- Accumulate shader: restore Catmull-Rom bicubic with anti-ringing clamp to
prevent negative-lobe halos at edges while maintaining sharpness
- Add depth-dilated motion vectors (3x3 nearest-to-camera) to prevent
background MVs bleeding over foreground edges
- Widen neighborhood clamp gamma to 3.0, uniform 5% blend with
disocclusion/velocity reactive boosting
2026-03-08 14:18:00 -07:00
Kelsi
e94eb7f2d1
FSR2 temporal upscaling fixes: unjittered reprojection, sharpen Y-flip, MSAA guard, descriptor double-buffering
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- Motion vectors: single unjittered reprojection matrix (80 bytes) instead of
two jittered matrices (160 bytes), eliminating numerical instability from
jitter amplification through large world coordinates
- Sharpen pass: fix Y-flip for correct UV sampling, double-buffer descriptor
sets to avoid race with in-flight command buffers
- MSAA: auto-disable when FSR2 enabled, grey out AA setting in UI
- Accumulation: variance-based neighborhood clamping in YCoCg space,
correct history layout transitions
- Frame index: wrap at 256 for stable Halton sequence
2026-03-08 01:22:15 -08:00
Kelsi
52317d1edd
Implement FSR 2.2 temporal upscaling
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Full FSR 2.2 pipeline with depth-based motion vector reprojection,
temporal accumulation with YCoCg neighborhood clamping, and RCAS
contrast-adaptive sharpening.
Architecture (designed for FSR 3.x frame generation readiness):
- Camera: Halton(2,3) sub-pixel jitter with unjittered projection
stored separately for motion vector computation
- Motion vectors: compute shader reconstructs world position from
depth + inverse VP, reprojects with previous frame's VP
- Temporal accumulation: compute shader blends 5-10% current frame
with 90-95% clamped history, adaptive blend for disocclusion
- History: ping-pong R16G16B16A16 buffers at display resolution
- Sharpening: RCAS fragment pass with contrast-adaptive weights
Integration:
- FSR2 replaces both FSR1 and MSAA when enabled
- Scene renders to internal resolution framebuffer (no MSAA)
- Compute passes run between scene and swapchain render passes
- Camera cut detection resets history on teleport
- Quality presets shared with FSR1 (0.50-0.77 scale factors)
- UI: "Upscaling" combo with Off/FSR 1.0/FSR 2.2 options
2026-03-07 23:13:01 -08:00
Kelsi
0ffeabd4ed
Revert "Further reduce tile streaming aggressiveness"
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This reverts commit f681a8b361 .
2026-03-07 23:02:25 -08:00
Kelsi
f681a8b361
Further reduce tile streaming aggressiveness
...
- Load radius: 4→3 (normal), 6→5 (taxi)
- Terrain chunks per step: 16→8
- M2 models per step: 6→2 (removed idle boost)
- WMO models per step: 2→1 (removed idle boost)
- WMO doodads per step: 4→2
- All budgets now constant (no idle-vs-busy branching)
2026-03-07 22:55:02 -08:00