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https://github.com/tangerineturtle1/NX2navi.git
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Frame generation now gets the picture without the HUD each frame: the upscaler's output before the HUD is drawn over it, encoded to sRGB as the game's last pass encodes its picture and put through the same colour, scaling and borders as the presented frame, so it tells the HUD apart and leaves it unwarped in the generated frames (NX2NAVI_FG_HUDLESS_SHOW=1 shows that picture, a test). The performance overlay gains an FG row and the fps line the display's rate, generated frames included. The device enables VK_KHR_get_memory_requirements2 whenever AMD's frame generation is on, which crashed at start with DLSS upscaling. DLSS Frame Generation through NVIDIA Streamline (vk_dlssg.c, and nx2navi_dlssg.dll from runtime/dlssg, built with MSVC by tools/build_dlssg.py against the SDK kept outside the repository) creates the instance and device through Streamline's proxies and calls its swapchain hooks; Streamline still fails in its plugin start-up here, so the menu lists it only while it is set. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
237 lines
9.9 KiB
C++
237 lines
9.9 KiB
C++
// Frame generation with AMD FSR 3.1 (NX2NAVI_FRAMEGEN = fsr3; applies after a restart): AMD's frame generation
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// swapchain (amd_fidelityfx_vk.dll, vk_ffx.cpp loads it) takes the place of gfx_present.c's swapchain. Every frame
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// the game presents, the swapchain presents a generated frame between it and the one before, on its own present
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// queue and pacing threads, so the screen shows twice the game's frame rate.
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//
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// The generated frame is built from the presented picture and the scene's depth and camera motion vectors, which
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// vk_dlaa.c makes for DLSS and FSR 3.1 upscaling: frame generation needs one of those on (DLAA or Native AA included).
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// The HUD is interpolated with the picture (it hardly moves); the menu is not, since generation pauses while it is
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// open. The device creates two more queues of the graphics family for it (vk_device.c, vk_fg_queue_count).
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include <stdbool.h>
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#include <stdio.h>
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#include <string.h>
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#include <wchar.h>
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#include "third_party/ffx_api/ffx_api.h"
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#include "third_party/ffx_api/ffx_framegeneration.h"
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#include "third_party/ffx_api/vk/ffx_api_vk.h"
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extern "C" {
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#include "cfg.h"
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#include "host.h"
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#include "platform/platform.h"
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#include "vk.h"
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#include "vk_dlaa.h"
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#include "vk_ffx.h"
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#include "vk_fg.h"
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#include "ui/menu.h"
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}
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namespace {
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struct {
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int wanted = -1;
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VkQueue present = VK_NULL_HANDLE, acquire = VK_NULL_HANDLE;
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ffxContext sc = nullptr; // the swapchain context
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ffxContext fg = nullptr; // the frame generation context
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VkExtent2D fg_ext = {0, 0};
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VkFormat fg_fmt = VK_FORMAT_UNDEFINED;
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ffxQueryDescSwapchainReplacementFunctionsVK fn = {};
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uint64_t frame = 0;
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int failed = 0;
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uint64_t generated = 0, paused = 0, no_inputs = 0, hudless = 0;
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} F;
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VkResult submit_game(uint32_t n, const VkSubmitInfo *si, VkFence fence) {
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vk_queue_lock(); // the game's queue is shared with the recorder and the present path
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VkResult r = vkQueueSubmit(vk_ctx()->gfx_queue, n, si, fence);
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vk_queue_unlock();
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return r;
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}
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ffxReturnCode_t generate(ffxDispatchDescFrameGeneration *d, void *user) {
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F.generated++;
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return vk_ffx_dispatch((ffxContext *)user, &d->header);
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}
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FfxApiResource image(const VkFfxImage *i) {
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VkImageCreateInfo ci = {};
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ci.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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ci.imageType = VK_IMAGE_TYPE_2D;
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ci.format = i->format;
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ci.extent = {i->width, i->height, 1};
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ci.mipLevels = 1;
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ci.arrayLayers = 1;
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return ffxApiGetResourceVK((void *)i->image, ffxApiGetImageResourceDescriptionVK(i->image, ci, 0),
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FFX_API_RESOURCE_STATE_UNORDERED_ACCESS);
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}
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void fail(const char *what, unsigned r) {
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rt_log("fg: %s failed (%u): frame generation off for this run", what, r);
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F.failed = 1;
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}
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} // namespace
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extern "C" int vk_fg_wanted(void) {
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if (F.wanted < 0) {
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F.wanted = !strcmp(cfg_value("NX2NAVI_FRAMEGEN"), "fsr3");
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if (F.wanted && !vk_dlaa_wanted()) {
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rt_log("fg: frame generation needs DLSS or FSR 3.1 upscaling (any mode): off");
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F.wanted = 0;
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}
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}
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return F.wanted;
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}
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extern "C" uint32_t vk_fg_queue_count(void) { return vk_fg_wanted() ? 3 : 1; }
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extern "C" void vk_fg_queues(VkQueue present, VkQueue acquire) { F.present = present, F.acquire = acquire; }
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extern "C" int vk_fg_active(void) { return F.sc != nullptr && !F.failed; }
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extern "C" VkResult vk_fg_create_swapchain(const VkSwapchainCreateInfoKHR *ci, VkSwapchainKHR *sc) {
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if (F.sc) return F.fn.pOutCreateSwapchainFFXAPI(vk_ctx()->device, ci, nullptr, sc, F.sc);
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if (!vk_fg_wanted() || F.failed || !F.present || !vk_ffx_load()) return VK_ERROR_FEATURE_NOT_PRESENT;
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const VkCtx *c = vk_ctx();
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ffxCreateContextDescFrameGenerationSwapChainVK d = {};
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d.header.type = FFX_API_CREATE_CONTEXT_DESC_TYPE_FGSWAPCHAIN_VK;
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d.physicalDevice = c->phys;
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d.device = c->device;
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VkSwapchainKHR none = VK_NULL_HANDLE;
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d.swapchain = &none;
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d.createInfo = *ci;
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d.createInfo.oldSwapchain = VK_NULL_HANDLE;
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d.gameQueue = {c->gfx_queue, c->gfx_family, submit_game};
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d.asyncComputeQueue = {VK_NULL_HANDLE, c->gfx_family, nullptr};
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d.presentQueue = {F.present, c->gfx_family, nullptr};
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d.imageAcquireQueue = {F.acquire, c->gfx_family, nullptr};
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ffxReturnCode_t r = vk_ffx_create(&F.sc, &d.header);
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if (r != FFX_API_RETURN_OK) {
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F.sc = nullptr;
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fail("the frame generation swapchain", r);
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return VK_ERROR_INITIALIZATION_FAILED;
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}
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F.fn.header.type = FFX_API_QUERY_DESC_TYPE_FGSWAPCHAIN_FUNCTIONS_VK;
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if (vk_ffx_query(&F.sc, &F.fn.header) != FFX_API_RETURN_OK || !F.fn.pOutQueuePresentKHR) {
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fail("the swapchain functions", 0);
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return VK_ERROR_INITIALIZATION_FAILED;
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}
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*sc = none;
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rt_log("fg: AMD FSR 3.1 frame generation swapchain, %ux%u", ci->imageExtent.width, ci->imageExtent.height);
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return VK_SUCCESS;
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}
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extern "C" void vk_fg_destroy_swapchain(VkSwapchainKHR sc) {
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if (F.sc && sc) F.fn.pOutDestroySwapchainFFXAPI(vk_ctx()->device, sc, nullptr, F.sc);
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}
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extern "C" VkResult vk_fg_get_images(VkSwapchainKHR sc, uint32_t *n, VkImage *img) {
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return F.fn.pOutGetSwapchainImagesKHR(vk_ctx()->device, sc, n, img);
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}
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extern "C" VkResult vk_fg_acquire(VkSwapchainKHR sc, uint64_t timeout, VkSemaphore sem, uint32_t *idx) {
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return F.fn.pOutAcquireNextImageKHR(vk_ctx()->device, sc, timeout, sem, VK_NULL_HANDLE, idx);
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}
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extern "C" VkResult vk_fg_present(const VkPresentInfoKHR *pi) {
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return F.fn.pOutQueuePresentKHR(vk_ctx()->gfx_queue, pi);
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}
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extern "C" uint64_t vk_fg_presents(VkSwapchainKHR sc) {
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return vk_fg_active() && F.fn.pOutGetLastPresentCountFFXAPI && sc ? F.fn.pOutGetLastPresentCountFFXAPI(sc) : 0;
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}
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extern "C" void vk_fg_frame(VkCommandBuffer cb, VkSwapchainKHR sc, VkFormat fmt, VkExtent2D ext, VkImage hudless,
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VkImageView hudless_view) {
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(void)hudless_view;
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if (!vk_fg_active()) return;
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vk_dlaa_hudless_wanted = 1; // the upscaling pass keeps a copy of the picture before the HUD (vk_dlaa.c hudless)
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const VkCtx *c = vk_ctx();
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if (F.fg && (F.fg_ext.width != ext.width || F.fg_ext.height != ext.height || F.fg_fmt != fmt)) {
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vkDeviceWaitIdle(c->device); // a new window size: the context is made for its display size
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vk_ffx_destroy(&F.fg);
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F.fg = nullptr;
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}
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if (!F.fg) {
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ffxCreateBackendVKDesc be = {};
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be.header.type = FFX_API_CREATE_CONTEXT_DESC_TYPE_BACKEND_VK;
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be.vkDevice = c->device;
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be.vkPhysicalDevice = c->phys;
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be.vkDeviceProcAddr = vkGetDeviceProcAddr;
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// the HUD-less picture has the swapchain's format (gfx_present.c hudless_record)
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ffxCreateContextDescFrameGenerationHudless hl = {};
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hl.header.type = FFX_API_CREATE_CONTEXT_DESC_TYPE_FRAMEGENERATION_HUDLESS;
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hl.header.pNext = &be.header;
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hl.hudlessBackBufferFormat = ffxApiGetSurfaceFormatVK(fmt);
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ffxCreateContextDescFrameGeneration d = {};
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d.header.type = FFX_API_CREATE_CONTEXT_DESC_TYPE_FRAMEGENERATION;
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d.header.pNext = &hl.header;
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d.flags = FFX_FRAMEGENERATION_ENABLE_DEPTH_INFINITE;
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d.displaySize = {ext.width, ext.height};
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d.maxRenderSize = {ext.width, ext.height};
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d.backBufferFormat = ffxApiGetSurfaceFormatVK(fmt);
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ffxReturnCode_t r = vk_ffx_create(&F.fg, &d.header);
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if (r != FFX_API_RETURN_OK) return F.fg = nullptr, fail("the frame generation context", r);
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F.fg_ext = ext, F.fg_fmt = fmt;
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rt_log("fg: frame generation context for %ux%u", ext.width, ext.height);
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}
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VkFfxImage depth, mv;
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float jx = 0, jy = 0;
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int reset = 0;
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int have = vk_dlaa_fg_inputs(&depth, &mv, &jx, &jy, &reset);
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int on = have && !menu_is_open();
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if (!have) F.no_inputs++;
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else if (!on) F.paused++;
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F.frame++;
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ffxConfigureDescFrameGeneration cfg = {};
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cfg.header.type = FFX_API_CONFIGURE_DESC_TYPE_FRAMEGENERATION;
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cfg.swapChain = (void *)sc;
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cfg.frameGenerationCallback = generate;
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cfg.frameGenerationCallbackUserContext = &F.fg;
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cfg.frameGenerationEnabled = on != 0;
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cfg.allowAsyncWorkloads = false;
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cfg.generationRect = {0, 0, (int32_t)ext.width, (int32_t)ext.height};
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if (on && hudless) {
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VkFfxImage h = {hudless, fmt, ext.width, ext.height, 1};
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cfg.HUDLessColor = image(&h);
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F.hudless++;
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}
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cfg.frameID = F.frame;
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ffxReturnCode_t r = vk_ffx_configure(&F.fg, &cfg.header);
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if (r != FFX_API_RETURN_OK) return fail("frame generation configuration", r);
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if (!on) return;
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ffxDispatchDescFrameGenerationPrepare p = {};
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p.header.type = FFX_API_DISPATCH_DESC_TYPE_FRAMEGENERATION_PREPARE;
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p.frameID = F.frame;
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p.commandList = cb;
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p.renderSize = {depth.width, depth.height};
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p.jitterOffset = {jx, jy};
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p.motionVectorScale = {1.0f, 1.0f}; // render pixels, current to previous (vk_dlaa.c mv_pass), as FSR takes them
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static uint64_t last_ns;
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uint64_t now = plat_now_ns();
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double dt = last_ns ? (now - last_ns) / 1e6 : 16.67;
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last_ns = now;
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p.frameTimeDelta = dt > 0 && dt < 100 ? (float)dt : 16.67f;
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p.cameraNear = 0.1f; // Ocarina's projection: near 0.1, far at infinity (vk_ffx.cpp)
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p.cameraFar = 1e8f;
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p.cameraFovAngleVertical = 1.0f;
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p.viewSpaceToMetersFactor = 0.01f;
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p.depth = image(&depth);
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p.motionVectors = image(&mv);
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r = vk_ffx_dispatch(&F.fg, &p.header);
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if (r != FFX_API_RETURN_OK) return fail("frame generation preparation", r);
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if (F.frame == 2 || F.frame % 3600 == 0)
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rt_log("fg: %llu frames presented, %llu generated (%llu with the HUD kept out); paused %llu (menu), %llu without depth "
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"and motion", (unsigned long long)F.frame, (unsigned long long)F.generated, (unsigned long long)F.hudless,
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(unsigned long long)F.paused, (unsigned long long)F.no_inputs);
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}
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extern "C" void vk_fg_release(void) {
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if (F.fg) vk_ffx_destroy(&F.fg), F.fg = nullptr;
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if (F.sc) vk_ffx_destroy(&F.sc), F.sc = nullptr;
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}
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