Files
Valiantsin DzerakhandClaude Opus 5.5 7abdbc90ac Render the game above 1080p and scale it to the window with FSR 1
The output and scene patch sets make the game read its output, swapchain and scene sizes from the patch page
(MacNativeGames' sites for 1.2.1 and 1.4.3); resolution.c picks them from TOTK_OUTPUT_RES and TOTK_RENDER_SCALE and
grows the HeapDef texture heap, its parent and the application pool to match. vk_fsr.c runs AMD FSR 1 EASU and RCAS
on the present when the window is larger than the game's output (TOTK_UPSCALER, TOTK_SHARPNESS).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 13:40:34 +03:00

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// AMD FidelityFX Super Resolution 1 edge-adaptive upscale (EASU) of the game's output to the swapchain size
// (runtime/vk_fsr.c). ffx/ffx_a.h and ffx/ffx_fsr1.h are AMD's headers, unmodified (MIT, ffx/LICENSE.txt). Each
// invocation writes four pixels of a 16x16 tile, as AMD's sample does; the constants come from FsrEasuConOffset, so the
// game's crop rectangle can start anywhere in its image.
#version 450
#extension GL_GOOGLE_include_directive : require
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D src;
layout(set = 0, binding = 1, rgba16f) uniform writeonly image2D dst;
layout(push_constant) uniform Params {
vec4 view; // crop width, crop height, source image width, source image height
vec4 out_; // output width, output height, crop x, crop y
} pc;
#define A_GPU 1
#define A_GLSL 1
#include "ffx/ffx_a.h"
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p) { return textureGather(src, p, 0); }
AF4 FsrEasuGF(AF2 p) { return textureGather(src, p, 1); }
AF4 FsrEasuBF(AF2 p) { return textureGather(src, p, 2); }
#include "ffx/ffx_fsr1.h"
void put(AU2 p, AU4 c0, AU4 c1, AU4 c2, AU4 c3) {
if (p.x >= uint(pc.out_.x) || p.y >= uint(pc.out_.y)) return;
AF3 c;
FsrEasuF(c, p, c0, c1, c2, c3);
imageStore(dst, ivec2(p), vec4(c, 1.0));
}
void main() {
AU4 c0, c1, c2, c3;
FsrEasuConOffset(c0, c1, c2, c3, pc.view.x, pc.view.y, pc.view.z, pc.view.w, pc.out_.x, pc.out_.y, pc.out_.z,
pc.out_.w);
AU2 p = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
put(p, c0, c1, c2, c3);
p.x += 8u;
put(p, c0, c1, c2, c3);
p.y += 8u;
put(p, c0, c1, c2, c3);
p.x -= 8u;
put(p, c0, c1, c2, c3);
}