Add the FSR 3.1 shader passes and the script that compiles them #1095
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Part 1 of 3 of the split asked for on #871 and #822: the vendored SDK and the shader compile script on their own.
Nothing in the game uses these files yet. No source on
mainincludes the new headers, so the built game does not change.What changed
third_party/fidelityfx-sdk/: AMD's FSR 3.1 GPU sources from FidelityFX SDK v1.1.4 (c6efa6b), unmodified, MIT, withPROVENANCE.md.scripts/fsr3_shaders.py: compiles the passes with glslang.gpu/vk/shaders/fsr3_*_comp_spv.h: the eleven compiled variants.tests/test_fsr3_shaders.py: recompiles them all, compares with the checked-in headers, validates each withspirv-valand pins the build options. Wired intotests/run_all.pyandsource-regressions.yml.Why the compiled headers are checked in
CONTRIBUTING asks not to include generated files. These follow what
mainalready does for its 12_spv.hshaders, so a clone still builds without glslang, and the test fails if they drift from their sources. Generating them at build time instead would add glslang as a build dependency: your call.Size
47 files, +29,388/-1. 184 lines are hand-written (script, test, wiring). The rest is AMD's sources with the provenance note (15,285) and the compiled headers (13,919).
Authorship
The first commit is notquiteog's, from #822, limited to these paths. The second builds the passes for the inputs the renderer gives FSR on #1008 (tonemapped LDR colour, standard depth), and pins those options in the test.
How it was tested
python -I -B tests/test_fsr3_shaders.py, with glslang andspirv-valtests/run_all.py fsrNothing here is reachable from the game, so there was no game run.
Parts 2 and 3 (the FSR 3.1 engine and its menu row) need #1008.
🤖 Generated with Claude Code
Looked at this as the vendoring + tooling PR it is. Provenance is good: pinned to FidelityFX SDK v1.1.4 /
c6efa6bf, AMD's MIT notice is inLICENSE.txt, andPROVENANCE.mdsays what is and isn't included. The compile script is only run by hand and by the test (--check), never at normal build time, and the headers follow whatmainalready does for its_spv.hshaders, so a clone still builds without glslang. Nothing includes the new headers, so the game doesn't change. Repo size is fine (about 15k lines of AMD GLSL plus about 14k of generated headers, around 30k lines in all).Nothing blocking. Notes:
action_required), sotests/test_fsr3_shaders.pyhasn't been exercised on the runner yet. It needs a run before merge. On #1313 the same approach passes on ubuntu-24.04 withglslang-toolsfrom apt.comparable()drops glslang's version comment, but the SPIR-V itself can still change between glslang releases, which would show up as a source mismatch. It works today with the apt version, but a note inPROVENANCE.mdor the script docstring saying which glslang the headers were generated with would help the next person to regenerate them.header.read_text()/made.read_text()have noencoding=. It's ASCII so it's harmless, but it would be consistent withcheck_options(), which passes it.PROVENANCE.mddoesn't say where in the upstream tree the GLSL passes come from (sdk/src/backends/vk/shaders/...). #1313 records that.check_options()in the test greps the script source for quoted-D...strings. It works, but it breaks if the option list is ever built differently.Overlap with #1313: that PR vendors the same SDK commit into the same
third_party/fidelityfx-sdk/and the samegpu/vk/shaders/fsr3_*_comp_spv.hnames, so the two can't both land. It is the larger one (+49k, 28 headers) because it adds frame interpolation and optical flow, which nothing uses yet. It also compiles with HDR colour and inverted depth, where this PR compiles for LDR colour and standard depth, so the two disagree on the contract with the renderer. Whichever one merges, the option set has to be checked against what #1008 actually feeds FSR. I'd go with this smaller PR, since it matches the split that was asked for and #1096 / #1097 build on it, and frame interpolation can come as its own PR once something uses it. #1335 (the combined version) also overlaps. That's the maintainers' call, but one of them should be closed so the history isn't duplicated.Superseded by #1386 (FSR 3.1 upscaling and frame generation, with the same vendored FidelityFX SDK and shader script). Closing so FSR 3.1 is reviewed in one place. Thanks for the groundwork!