Files
NX2navi/runtime/vk_ffx.cpp
chrg6 a5763d14af Keep FSR 3.1 running when the render scale changes more than a few times.
Each render and output size gets its own FSR 3.1 context, and there were six, never freed. Stepping through the render scales in the menu, plus the game's second scenes, used them up; the seventh size found no context, and FSR 3.1 went off for the rest of the run, leaving the game's own upscaler stand-in to show the picture. When all six are taken, the least recently used one not used in the last few calls is now destroyed once the GPU is idle, as DLSS's sizes already are.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 12:20:05 -05:00

213 lines
8.9 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 <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;
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];
DWORD n = GetModuleFileNameA(NULL, path, MAX_PATH);
while (n && path[n - 1] != '\\') n--;
snprintf(path + n, sizeof path - n, "amd_fidelityfx_vk.dll");
HMODULE m = LoadLibraryA(path);
if (!m) {
rt_log("ffx: %s not found: FSR 3.1 off", path);
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");
#endif
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");
return A.ok;
}
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;
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) {
if (!A.ok) return;
for (Up &u : U)
if (u.ctx) A.destroy(&u.ctx, nullptr), u.ctx = nullptr;
}