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authorDuck912 <350528965+Duck912@users.noreply.github.com>2026-11-01 21:43:28 -0500
committerDuck912 <350528965+Duck912@users.noreply.github.com>2026-11-01 21:54:49 -0500
commit92d49d8a0c3e60894765bc2c332fdc936c87fc45 (patch)
treeaf4be3c6ba6223db85ac7e2750d2fe46984bf503 /src/video_core/renderer_vulkan/blit_image.h
parentd125cfb41c0b78b0f4880fac20fab65c913d97e3 (diff)
video_core: temporal upscale stand-in for Fortune's Weave's DLSS
The one-frame blit left 3D edges aliased and shaking: the game jitters its camera every frame for DLSS to accumulate. Fire Emblem: Fortune's Weave's first DLSS pass (also rejected) has the motion vectors (cbuf0+0x290, R16G16) and the frame's jitter (+0x1b0/+0x1b4, in input pixels). Kepler compute keeps them, and the stand-in for the last network pass now draws temporal_upscale.frag: input samples placed where the jitter put them and weighted by distance, blended with the previous result reprojected along the motion vectors (Catmull-Rom) and clipped to the 3x3 neighbourhood in YCoCg. The history is copied from the result right after drawing it, so post-processing the game later applies to its output does not feed back. EDEN_NX2_TEMPORAL_UPSCALE=0 restores the blit. Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting) Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
Diffstat (limited to 'src/video_core/renderer_vulkan/blit_image.h')
-rw-r--r--src/video_core/renderer_vulkan/blit_image.h15
1 files changed, 15 insertions, 0 deletions
diff --git a/src/video_core/renderer_vulkan/blit_image.h b/src/video_core/renderer_vulkan/blit_image.h
index 62e6743a23..303beeea5c 100644
--- a/src/video_core/renderer_vulkan/blit_image.h
+++ b/src/video_core/renderer_vulkan/blit_image.h
@@ -82,6 +82,13 @@ public:
VkImage src_image, VkSampler src_sampler, const Region2D& dst_region,
const Region2D& src_region, const Extent3D& src_size);
+ /// Temporal upscale (temporal_upscale.frag) into dst_framebuffer: the jittered input colour,
+ /// accumulated with the history image reprojected along the motion vectors.
+ void TemporalUpscale(const Framebuffer* dst_framebuffer, const ImageView& input_color,
+ const ImageView& motion_vectors, VkImageView history,
+ const Region2D& dst_region, std::array<f32, 2> jitter,
+ std::array<f32, 2> motion_scale, f32 current_weight);
+
void BlitColorMSAA(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
const Region2D& dst_region, const Region2D& src_region);
@@ -170,6 +177,8 @@ private:
[[nodiscard]] VkPipeline FindOrEmplaceColorPipeline(const BlitImagePipelineKey& key);
+ [[nodiscard]] VkPipeline FindOrEmplaceTemporalUpscalePipeline(VkRenderPass renderpass);
+
[[nodiscard]] VkPipeline FindOrEmplaceDepthStencilPipeline(const BlitImagePipelineKey& key);
[[nodiscard]] VkPipeline FindOrEmplaceClearColorPipeline(const BlitImagePipelineKey& key);
@@ -207,15 +216,19 @@ private:
vk::DescriptorSetLayout one_texture_set_layout;
vk::DescriptorSetLayout two_textures_set_layout;
+ vk::DescriptorSetLayout three_textures_set_layout;
DescriptorAllocator one_texture_descriptor_allocator;
DescriptorAllocator two_textures_descriptor_allocator;
+ DescriptorAllocator three_textures_descriptor_allocator;
vk::PipelineLayout one_texture_pipeline_layout;
vk::PipelineLayout two_textures_pipeline_layout;
+ vk::PipelineLayout temporal_upscale_pipeline_layout;
vk::PipelineLayout clear_color_pipeline_layout;
vk::PipelineLayout msaa_copy_pipeline_layout;
vk::PipelineLayout msaa_copy_depth_stencil_pipeline_layout;
vk::ShaderModule full_screen_vert;
vk::ShaderModule blit_color_to_color_frag;
+ vk::ShaderModule temporal_upscale_frag;
vk::ShaderModule blit_color_msaa_frag;
vk::ShaderModule blit_depth_stencil_frag;
vk::ShaderModule blit_depth_frag;
@@ -246,6 +259,8 @@ private:
std::vector<BlitImagePipelineKey> blit_color_keys;
std::vector<vk::Pipeline> blit_color_pipelines;
+ std::vector<VkRenderPass> temporal_upscale_keys;
+ std::vector<vk::Pipeline> temporal_upscale_pipelines;
std::vector<BlitImagePipelineKey> blit_depth_stencil_keys;
std::vector<vk::Pipeline> blit_depth_stencil_pipelines;
std::vector<BlitImagePipelineKey> clear_color_keys;