Files
NX2navi/runtime/vk_ffx.cpp
epicmeme546 4d5454d380 Add AMD FSR 4 upscaling through the libraries of AMD's FSR SDK 2.4, as an Upscaling choice beside FSR 3.1.
runtime/vk_ffx4.cpp loads amd_fidelityfx_loader_vk.dll from beside the executable and asks it which upscaler
versions the device can run. Where a 4.x version is listed (Radeon RX 6000, RX 7000 and RX 9000 cards with AMD's
driver 26.10.1 or newer) the menu's Upscaling row gains AMD FSR 4 Native AA, Quality, Balanced, Performance and
Ultra Performance, and fsr4 = 1 runs it in FSR 3.1's place with the same inputs. Its contexts are made with that
version asked for by its id and the provider is asked afterwards which version it runs, so no other upscaler can
be shown under the name. When a context or a dispatch fails, FSR 3.1 makes the frame, and after three failures
FSR 4 is off for the run. Each upscaler starts its history anew on the frame after a change from one to the other.
The setting is off by default and the Linux build compiles stubs.

On an RX 7900 XT (driver 26.10.1, 3440x1440, HDR) the library runs FSR 4.1.2: a context takes 54 ms to make and
217 MiB of video memory. Standing in Hyrule Field: Quality 47.8 fps where FSR 3.1 gives 51.5, Native AA 41.4.
Screenshots of 601 consecutive frames standing, 801 during a camera sweep, 701 each in Kakariko and the
graveyard, and 1,301 across changes between FSR 3.1 and FSR 4, their modes and off show no flicker that FSR 3.1
does not have, and it runs together with FSR 3.1 frame generation.

The SDK's API headers are in runtime/third_party/ffx_sdk, unmodified, with the licence. tools/make_kit.py and
tools/make_launcher.py take AMD's two signed libraries with --ffx4, and tools/make_game.py copies them beside the
game when the kit has both.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 03:22:08 -05:00

269 lines
11 KiB
C++

// AMD FidelityFX through its API library (amd_fidelityfx_vk.dll next to the executable, loaded at run time): FSR 3.1
// temporal upscaling here, in the place of DLSS in vk_dlaa.c, and frame generation (vk_ffx_fg_*, below). The API's
// headers are in third_party/ffx_api (MIT); they are C++ in places, hence this file. Nothing of it runs unless the
// upscaler or frame generation asks for FSR 3.1.
//
// FSR 3.1 takes the same inputs vk_dlaa.c makes for DLSS: the scene's light target (linear HDR), its D32F depth
// (OpenGL-style, an infinite far plane, not inverted) and the camera motion vectors in render pixels from the current
// frame to the previous one, the convention both share, so the vectors go in unscaled.
#ifdef _WIN32
#include <windows.h>
#endif
#include <atomic>
#include <math.h>
#include <stdbool.h>
#include <stdio.h>
#include <string.h>
#include <wchar.h>
#include "third_party/ffx_api/ffx_api.h"
#include "third_party/ffx_api/ffx_upscale.h"
#include "third_party/ffx_api/vk/ffx_api_vk.h"
extern "C" {
#include "cfg.h"
#include "host.h"
#include "vk.h"
#include "vk_ffx.h"
}
namespace {
struct Api {
void *lib = nullptr;
PfnFfxCreateContext create = nullptr;
PfnFfxDestroyContext destroy = nullptr;
PfnFfxConfigure configure = nullptr;
PfnFfxQuery query = nullptr;
PfnFfxDispatch dispatch = nullptr;
int tried = 0, ok = 0;
} A;
// What the settings menu may ask before anything has used FSR 3.1 (vk_ffx_available), from any thread.
std::atomic<int> g_loaded{-1}; // what vk_ffx_load found: 1 or 0; -1 while it has not run
std::atomic<int> g_present{-1}; // whether the library file is there: 1 or 0; -1 while not asked
#ifdef _WIN32
// amd_fidelityfx_vk.dll next to the executable
void library_path(char *path, size_t size) {
DWORD n = GetModuleFileNameA(NULL, path, (DWORD)size);
while (n && path[n - 1] != '\\') n--;
snprintf(path + n, size - n, "amd_fidelityfx_vk.dll");
}
#endif
void message(uint32_t type, const wchar_t *msg) {
char s[512];
size_t n = 0;
for (; msg && msg[n] && n < sizeof s - 1; n++) s[n] = msg[n] < 128 ? (char)msg[n] : '?';
s[n] = 0;
static int told;
if (told++ < 40) rt_log("ffx: %s %s", type == FFX_API_MESSAGE_TYPE_ERROR ? "error:" : "warning:", s);
}
// One upscaling context per render and output size: each render scale the menu sets brings its own, and so do the
// game's second scenes. When all are taken, the least recently used one is destroyed for the new size once the GPU is
// idle, as vk_dlaa.c free_size does for DLSS. Without that, a seventh size found no context, and vk_dlaa.c turned
// FSR 3.1 off for the rest of the run: stepping through the render scales in the menu was enough.
struct Up {
ffxContext ctx = nullptr;
uint32_t w = 0, h = 0, ow = 0, oh = 0;
uint64_t used = 0; // up_tick when context_for last returned it
} U[6];
uint64_t up_tick;
// A context used in the last few calls may sit in a command buffer that is not submitted yet, where waiting for the
// GPU does not cover it: a frame makes one or two calls (the scene, and a second scene after it), so this is a few
// frames back.
const uint64_t UP_RECENT = 8;
FfxApiResource image(const VkFfxImage *i, uint32_t state, uint32_t usage) {
VkImageCreateInfo ci = {};
ci.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
ci.imageType = VK_IMAGE_TYPE_2D;
ci.format = i->format;
ci.extent = {i->width, i->height, 1};
ci.mipLevels = 1;
ci.arrayLayers = 1;
ci.usage = i->storage ? VK_IMAGE_USAGE_STORAGE_BIT : 0;
return ffxApiGetResourceVK((void *)i->image, ffxApiGetImageResourceDescriptionVK(i->image, ci, usage), state);
}
Up *context_for(uint32_t w, uint32_t h, uint32_t ow, uint32_t oh) {
up_tick++;
for (Up &u : U)
if (u.ctx && u.w == w && u.h == h && u.ow == ow && u.oh == oh) {
u.used = up_tick;
return &u;
}
Up *slot = nullptr, *lru = nullptr;
for (Up &u : U) {
if (!u.ctx) {
slot = &u;
break;
}
if (up_tick - u.used >= UP_RECENT && (!lru || u.used < lru->used)) lru = &u;
}
const VkCtx *c = vk_ctx();
if (!slot && lru) {
static int told;
if (told++ < 20)
rt_log("ffx: FSR 3.1 context %ux%u -> %ux%u destroyed for %ux%u -> %ux%u (all %d in use)", lru->w, lru->h, lru->ow,
lru->oh, w, h, ow, oh, (int)(sizeof U / sizeof U[0]));
vk_queue_lock(), vkDeviceWaitIdle(c->device), vk_queue_unlock(); // its work may still be in flight
A.destroy(&lru->ctx, nullptr);
*lru = Up();
slot = lru;
}
if (!slot) return nullptr;
ffxCreateBackendVKDesc be = {};
be.header.type = FFX_API_CREATE_CONTEXT_DESC_TYPE_BACKEND_VK;
be.vkDevice = c->device;
be.vkPhysicalDevice = c->phys;
be.vkDeviceProcAddr = vkGetDeviceProcAddr;
ffxCreateContextDescUpscale d = {};
d.header.type = FFX_API_CREATE_CONTEXT_DESC_TYPE_UPSCALE;
d.header.pNext = &be.header;
d.flags = FFX_UPSCALE_ENABLE_HIGH_DYNAMIC_RANGE | FFX_UPSCALE_ENABLE_DEPTH_INFINITE | FFX_UPSCALE_ENABLE_AUTO_EXPOSURE;
d.maxRenderSize = {w, h};
d.maxUpscaleSize = {ow, oh};
d.fpMessage = message;
ffxReturnCode_t r = A.create(&slot->ctx, &d.header, nullptr);
if (r != FFX_API_RETURN_OK) {
rt_log("ffx: FSR 3.1 context creation at %ux%u -> %ux%u failed (%u)", w, h, ow, oh, (unsigned)r);
slot->ctx = nullptr;
return nullptr;
}
slot->w = w, slot->h = h, slot->ow = ow, slot->oh = oh, slot->used = up_tick;
ffxQueryGetProviderVersion v = {};
v.header.type = FFX_API_QUERY_DESC_TYPE_GET_PROVIDER_VERSION;
A.query(&slot->ctx, &v.header);
rt_log("ffx: FSR 3.1 upscaling at %ux%u -> %ux%u (%s)", w, h, ow, oh, v.versionName ? v.versionName : "provider unknown");
return slot;
}
} // namespace
extern "C" int vk_ffx_load(void) {
if (A.tried) return A.ok;
A.tried = 1;
#ifdef _WIN32
char path[MAX_PATH];
library_path(path, sizeof path);
HMODULE m = LoadLibraryA(path);
if (!m) {
rt_log("ffx: %s not found: FSR 3.1 off", path);
g_loaded.store(0, std::memory_order_release);
return 0;
}
A.lib = m;
A.create = (PfnFfxCreateContext)(void *)GetProcAddress(m, "ffxCreateContext");
A.destroy = (PfnFfxDestroyContext)(void *)GetProcAddress(m, "ffxDestroyContext");
A.configure = (PfnFfxConfigure)(void *)GetProcAddress(m, "ffxConfigure");
A.query = (PfnFfxQuery)(void *)GetProcAddress(m, "ffxQuery");
A.dispatch = (PfnFfxDispatch)(void *)GetProcAddress(m, "ffxDispatch");
A.ok = A.create && A.destroy && A.configure && A.query && A.dispatch;
rt_log("ffx: amd_fidelityfx_vk.dll %s", A.ok ? "loaded" : "lacks the API entry points: FSR 3.1 off");
#else
// Only the Windows build loads AMD's library: there is nothing to load here
rt_log("ffx: this build has no FSR 3.1 (it needs amd_fidelityfx_vk.dll, which only the Windows build loads): FSR 3.1 off");
#endif
g_loaded.store(A.ok, std::memory_order_release);
return A.ok;
}
extern "C" int vk_ffx_available(void) {
int loaded = g_loaded.load(std::memory_order_acquire);
if (loaded >= 0) return loaded;
#ifdef _WIN32
int present = g_present.load(std::memory_order_relaxed);
if (present < 0) { // the menu asks every frame: look once, and leave the loading to the first use
char path[MAX_PATH];
library_path(path, sizeof path);
DWORD attr = GetFileAttributesA(path);
present = attr != INVALID_FILE_ATTRIBUTES && !(attr & FILE_ATTRIBUTE_DIRECTORY);
g_present.store(present, std::memory_order_relaxed);
}
return present;
#else
return 0;
#endif
}
extern "C" int vk_ffx_framegen_available(void) { return vk_ffx_available(); } // the same library, its API calls
// NX2NAVI_FSR4 (default 0, live): FSR 4 where it runs (vk_ffx4.cpp), else FSR 3.1.
extern "C" int vk_ffx_fsr4(void) { return cfg_bool("NX2NAVI_FSR4") && vk_ffx4_available(); }
extern "C" int vk_ffx_upscale(VkCommandBuffer cb, const VkFfxImage *color, const VkFfxImage *depth, const VkFfxImage *mv,
const VkFfxImage *out, float jx, float jy, int reset, float dt_ms, float fov_y) {
if (!vk_ffx_load()) return 0;
// Each upscaler keeps a history of its own: the frame after a change from one to the other starts it anew, or it
// would blend this picture with whatever that upscaler last saw.
static int last; // 3 or 4: which one made the frame before
if (vk_ffx_fsr4()) {
if (vk_ffx4_upscale(cb, color, depth, mv, out, jx, jy, reset || last != 4, dt_ms, fov_y)) {
if (last != 4) rt_log("ffx: the upscaler is %s", vk_ffx4_name());
last = 4;
return 1;
}
// it failed and said so: FSR 3.1 makes this frame
}
if (last != 3) {
if (last) rt_log("ffx: the upscaler is AMD FSR 3.1");
reset = 1, last = 3;
}
Up *u = context_for(color->width, color->height, out->width, out->height);
if (!u) return 0;
ffxDispatchDescUpscale d = {};
d.header.type = FFX_API_DISPATCH_DESC_TYPE_UPSCALE;
d.commandList = cb;
// Every image is in GENERAL, which the backend reads as its unordered-access state, and is left there
d.color = image(color, FFX_API_RESOURCE_STATE_UNORDERED_ACCESS, 0);
d.depth = image(depth, FFX_API_RESOURCE_STATE_UNORDERED_ACCESS, 0);
d.motionVectors = image(mv, FFX_API_RESOURCE_STATE_UNORDERED_ACCESS, 0);
d.output = image(out, FFX_API_RESOURCE_STATE_UNORDERED_ACCESS, FFX_API_RESOURCE_USAGE_UAV);
d.jitterOffset = {jx, jy};
d.motionVectorScale = {1.0f, 1.0f};
d.renderSize = {color->width, color->height};
d.upscaleSize = {out->width, out->height};
// The sharpness slider (0-100) drives FSR's own RCAS here, as it does for FSR 1
int sharp = cfg_int("NX2NAVI_SHARPNESS");
d.enableSharpening = sharp > 0;
d.sharpness = sharp > 100 ? 1.0f : sharp / 100.0f;
d.frameTimeDelta = dt_ms;
d.preExposure = 1.0f;
d.reset = reset != 0;
d.cameraNear = 0.1f; // Ocarina's projection (vk_dlaa.c ocam_vp): near 0.1, far at infinity
d.cameraFar = 1e8f;
d.cameraFovAngleVertical = fov_y > 0 ? fov_y : 1.0f;
d.viewSpaceToMetersFactor = 0.01f; // the game's units are centimetres
ffxReturnCode_t r = A.dispatch(&u->ctx, &d.header);
if (r != FFX_API_RETURN_OK) {
static int told;
if (told++ < 8) rt_log("ffx: FSR 3.1 dispatch failed (%u)", (unsigned)r);
return 0;
}
return 1;
}
extern "C" ffxReturnCode_t vk_ffx_create(ffxContext *ctx, ffxCreateContextDescHeader *desc) {
return vk_ffx_load() ? A.create(ctx, desc, nullptr) : FFX_API_RETURN_ERROR;
}
extern "C" ffxReturnCode_t vk_ffx_destroy(ffxContext *ctx) { return A.ok ? A.destroy(ctx, nullptr) : FFX_API_RETURN_ERROR; }
extern "C" ffxReturnCode_t vk_ffx_configure(ffxContext *ctx, const ffxConfigureDescHeader *desc) {
return A.ok ? A.configure(ctx, desc) : FFX_API_RETURN_ERROR;
}
extern "C" ffxReturnCode_t vk_ffx_query(ffxContext *ctx, ffxQueryDescHeader *desc) {
return A.ok ? A.query(ctx, desc) : FFX_API_RETURN_ERROR;
}
extern "C" ffxReturnCode_t vk_ffx_dispatch(ffxContext *ctx, const ffxDispatchDescHeader *desc) {
return A.ok ? A.dispatch(ctx, desc) : FFX_API_RETURN_ERROR;
}
extern "C" void vk_ffx_release(void) {
vk_ffx4_release();
if (!A.ok) return;
for (Up &u : U)
if (u.ctx) A.destroy(&u.ctx, nullptr), u.ctx = nullptr;
}