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
afaafa7470
Align FSR3 SDK detection/docs with legacy and Kits layouts
2026-03-09 01:09:37 -07:00
Kelsi
e26cc28cb0
Make AMD CI framegen probe assert conditional on target availability
2026-03-09 01:05:36 -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
e93f097272
Default FidelityFX SDK source to Kelsidavis fork and relax CI FG file check
2026-03-09 00:39:11 -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
7d89aabae5
Make all CI build jobs AMD-FSR2-only
2026-03-08 21:51:42 -07:00
Kelsi
700e05b142
Bootstrap AMD FSR2 Vulkan permutations cross-platform
2026-03-08 21:45:25 -07:00
Kelsi
09cdcd67b5
Update FSR docs and make AMD CI header check non-fatal
2026-03-08 21:40:26 -07:00
Kelsi
94ad89c764
Set native-focused FSR defaults and reorder quality UI
2026-03-08 21:34:31 -07:00
Kelsi
47287a121a
Fix AMD FSR2 CI by removing Wine permutation generation
2026-03-08 21:22:21 -07:00
Kelsi
e6d373df3e
Remove FSR performance preset and add native quality mode
2026-03-08 21:17:04 -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
38c55e4f37
Add startup FSR2 safety fallback to prevent load hangs
2026-03-08 20:48:46 -07:00
Kelsi
ad2915ce9e
Defer persisted FSR2 activation until world load completes
2026-03-08 20:45:26 -07:00
Kelsi
1c452018e1
Fix AMD CI shader permutations for tcr/autoreactive passes
2026-03-08 20:35:52 -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
a8500a80b5
FSR2: selective clamp, tonemapped accumulation, terrain load radius 3
...
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
- Selective neighborhood clamp: only modify history when there's actual
motion or disocclusion — static pixels pass history through untouched,
preventing jitter-chasing from the shifting variance box
- Tonemapped accumulation: Reinhard tonemap before blend compresses bright
edges so they don't disproportionately cause jitter
- Jitter-aware sample weighting: blend 3-20% based on sample proximity
- Soft MV dead zone: smoothstep instead of step avoids spatial discontinuity
- Aggressive velocity response: 30%/px motion, 50% cap, 80% disocclusion
- Terrain loading: radius 3 (49 tiles) to prevent spawn hitches,
processOneReadyTile for smooth progress bar updates
2026-03-08 15:15:44 -07:00
Kelsi
2003cc8aaa
FSR2: de-jitter scene sampling, fix loading screen progress
...
FSR2 temporal upscaling:
- De-jitter scene color sampling (outUV - jitterUV) for frame-to-frame
consistency, eliminating the primary source of temporal jitter
- Remove luminance instability dampening (was causing excessive blur)
- Simplify to uniform 8% blend (de-jittered values are consistent)
- Gamma 2.0 for moderate neighborhood clamping
- Motion vector dead zone: zero sub-0.01px motion from float precision noise
Loading screen:
- Reduce tile load radius from 3 to 2 (25 tiles) for faster loading
- Process one tile per iteration for smooth progress bar updates
2026-03-08 14:50:14 -07:00
Kelsi
f74dcc37e0
FSR2: reduce doubling via tighter clamp, MV dead zone, luminance stability
...
- Motion shader: zero out sub-0.01px motion to eliminate float precision
noise in reprojection (distant geometry with large world coords)
- Accumulate: tighten neighborhood clamp gamma 3.0→1.5 to catch slightly
misaligned history causing ghost doubles
- Reduce max jitter-aware blend 30%→20% for less visible oscillation
- Add luminance instability dampening: reduce blend when current frame
disagrees with history to prevent shimmer on small/distant features
2026-03-08 14:34:58 -07:00
Kelsi Rae Davis
e8bbb17196
Merge pull request #12 from rursache/feat/aur-pkgbuild
...
feat: add AUR PKGBUILD for wowee-git
2026-03-08 14:33:30 -07:00