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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]>
11 lines
487 B
Nix
11 lines
487 B
Nix
# Build environment: `nix-shell native_probe/shell.nix --run 'bash native_probe/run.sh'`
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{ pkgs ? import <nixpkgs> {} }:
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pkgs.mkShell {
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packages = with pkgs; [
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gcc gnumake cmake ninja pkg-config python3 binutils
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vulkan-headers vulkan-loader sdl3
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# GPU library (gpu/): shadPS4 video core dependencies
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ffmpeg-headless boost fmt magic-enum robin-map xxhash vulkan-memory-allocator glslang spirv-cross xbyak zydis spirv-headers miniz libx11 libxcb xorgproto wayland
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];
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}
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