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vk: make upscaler dynamic
The config option was marked as dynamic, but was never actually changed ingame
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@ -384,6 +384,7 @@ private:
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std::unique_ptr<vk::text_writer> m_text_writer;
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std::unique_ptr<vk::upscaler> m_upscaler;
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bool m_use_fsr_upscaling{false};
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std::unique_ptr<vk::buffer> m_cond_render_buffer;
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u64 m_cond_render_sync_tag = 0;
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@ -595,9 +595,13 @@ void VKGSRender::flip(const rsx::display_flip_info_t& info)
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target_layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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}
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if (!m_upscaler)
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const bool use_fsr_upscaling = g_cfg.video.vk.fsr_upscaling.get();
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if (!m_upscaler || m_use_fsr_upscaling != use_fsr_upscaling)
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{
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if (g_cfg.video.vk.fsr_upscaling)
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m_use_fsr_upscaling = use_fsr_upscaling;
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if (m_use_fsr_upscaling)
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{
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m_upscaler = std::make_unique<vk::fsr_upscale_pass>();
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}
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@ -616,7 +620,7 @@ void VKGSRender::flip(const rsx::display_flip_info_t& info)
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if (image_to_flip) calibration_src.push_back(image_to_flip);
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if (image_to_flip2) calibration_src.push_back(image_to_flip2);
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if (g_cfg.video.vk.fsr_upscaling && !avconfig._3d) // 3D will be implemented later
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if (m_use_fsr_upscaling && !avconfig._3d) // 3D will be implemented later
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{
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// Run upscaling pass before the rest of the output effects pipeline
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// This can be done with all upscalers but we already get bilinear upscaling for free if we just out the filters directly
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