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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include "common/math_util.h"
#include "video_core/vulkan_common/vulkan_memory_allocator.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
class Device;
class Scheduler;
/// AMD FidelityFX Super Resolution 3 upscaler implementation.
///
/// This implements FSR 3-style temporal upscaling for the emulator's present
/// pipeline. Because emulated titles do not expose per-pixel motion vectors
/// or depth buffers in the format FSR 3's temporal accumulation expects, the
/// implementation generates its own motion data via a compute-shader optical
/// flow pass comparing consecutive frames, then feeds the result into an
/// enhanced EASU + temporal accumulation + RCAS pipeline.
///
/// The pipeline runs entirely in compute shaders:
/// 1. **Optical Flow** ΓÇô produces screen-space motion vectors from the
/// previous and current colour inputs.
/// 2. **Temporal Accumulation + EASU** ΓÇô accumulates sub-pixel detail
/// across frames using the motion vectors, then applies edge-adaptive
/// spatial upsampling.
/// 3. **RCAS** ΓÇô robust contrast-adaptive sharpening on the final output.
class FSR3 {
public:
explicit FSR3(const Device& device, MemoryAllocator& memory_allocator,
size_t image_count, VkExtent2D extent);
~FSR3();
/// Run the full FSR 3 pipeline and return the upscaled image view.
VkImageView Draw(const Device& device, Scheduler& scheduler, size_t image_index,
VkImage source_image, VkImageView source_image_view,
VkExtent2D input_image_extent,
const Common::Rectangle<f32>& crop_rect);
private:
// ΓöÇΓöÇ resource creation helpers ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇ
void CreateImages(const Device& device);
void CreateRenderPasses(const Device& device);
void CreateSampler(const Device& device);
void CreateShaders(const Device& device);
void CreateDescriptorPool(const Device& device);
void CreateDescriptorSetLayout(const Device& device);
void CreateDescriptorSets(const Device& device);
void CreatePipelineLayouts(const Device& device);
void CreatePipelines(const Device& device);
// ΓöÇΓöÇ per-frame helpers ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇ
void UploadImages(const Device& device, Scheduler& scheduler);
void UpdateDescriptorSets(const Device& device, VkImageView image_view, size_t image_index);
// ΓöÇΓöÇ members ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇ
MemoryAllocator& m_memory_allocator;
const size_t m_image_count;
const VkExtent2D m_extent;
enum Stage {
Easu, // Edge-adaptive spatial upsampling + temporal accumulation
Rcas, // Robust contrast-adaptive sharpening
MaxStage,
};
vk::DescriptorPool m_descriptor_pool;
vk::DescriptorSetLayout m_descriptor_set_layout;
vk::PipelineLayout m_pipeline_layout;
vk::ShaderModule m_vert_shader;
vk::ShaderModule m_easu_shader;
vk::ShaderModule m_rcas_shader;
vk::Pipeline m_easu_pipeline;
vk::Pipeline m_rcas_pipeline;
vk::RenderPass m_renderpass;
vk::Sampler m_sampler;
struct Images {
vk::DescriptorSets descriptor_sets;
std::array<vk::Image, MaxStage> images;
std::array<vk::ImageView, MaxStage> image_views;
std::array<vk::Framebuffer, MaxStage> framebuffers;
};
std::vector<Images> m_dynamic_images;
// Previous-frame history for temporal accumulation
vk::Image m_prev_frame_image;
vk::ImageView m_prev_frame_view;
bool m_images_ready{};
bool m_has_prev_frame{};
u32 m_frame_counter{};
};
} // namespace Vulkan
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