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deadinsideandClaude Opus 5.5 86dea1a25a FSR 4: post pass through shared memory (2.9 -> 0.8 ms at 4K), benchmark, pass profile
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]>
2026-10-01 05:31:22 +03:00

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Nix

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