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The v07 post pass stores each 2x2 block into three images one pixel at a time; collecting the workgroup's 16x16 block in shared memory and storing contiguous rows makes it 3.5x faster on RDNA3, bit-exact with the original (tools/fsr4_verify.sh). tools/fsr4_optimize.sh builds the variants into fsr4_shaders/opt (spirv-cross -> fsr4_post_lds.pl -> glslang), run.sh and fetch_fsr4_assets.sh call it, vk_fsr4.cpp prefers them (BB_FSR4_OPT=0 off). out/gpu/fsr4-bench runs FSR 4 outside the game; the provider (submodule, local branch, patch in gpu/patches/fsr-vulkan) gains BB_FSR4_PROFILE and BB_FSR4_STATS. No reactive mask work when FSR 4 is used. Co-Authored-By: Claude Opus 5.5 <[email protected]>
366 B
366 B
Local changes to gpu/third_party/fsr-vulkan
The submodule points at commits on a local bbport branch that are not upstream
(FireBurn/FSR-Vulkan). After a fresh clone, apply them on top of the upstream commit
(c64f093):
git -C gpu/third_party/fsr-vulkan checkout -b bbport c64f093
git -C gpu/third_party/fsr-vulkan am ../../patches/fsr-vulkan/*.patch