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chore: rename d3d12interop to d3d12SwapChainActive#1494

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d3d12-interop-rename
Sep 19, 2025
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chore: rename d3d12interop to d3d12SwapChainActive#1494
doodlum merged 1 commit into
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d3d12-interop-rename

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@doodlum doodlum commented Sep 19, 2025

Summary by CodeRabbit

  • Bug Fixes

    • Frame Generation settings and indicators now accurately reflect D3D12 swap chain activity.
    • Improved consistency when enabling/disabling related options and managing resources.
    • Frame pacing path correctly engages under applicable conditions.
  • Style

    • Footer updated to display “D3D12 Swap Chain: Active/Inactive” for clearer status visibility.
  • Refactor

    • Internal state handling streamlined to improve reliability and consistency across UI and runtime behavior.

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coderabbitai Bot commented Sep 19, 2025

Walkthrough

Internal flag d3d12Interop was renamed to d3d12SwapChainActive and propagated across Upscaling.cpp, Upscaling.h, and Menu.cpp. All conditionals, logging, and UI strings now reference the new name; no public API signatures changed. Logic that gates frame generation, resource updates, and footer display now reads the new flag.

Changes

Cohort / File(s) Summary
Upscaling runtime logic
src/Features/Upscaling.cpp
Replaced all references to d3d12Interop with d3d12SwapChainActive across initialization, resource checks/updates, copy paths, frame limiter, UI gating, and logging; adjusted control branches to use the new flag; D3D11CreateDeviceAndSwapChainUpscaling now sets d3d12SwapChainActive.
Upscaling header state
src/Features/Upscaling.h
Renamed public member: bool d3d12Interop → bool d3d12SwapChainActive (default false unchanged).
Menu footer display
src/Menu.cpp
Footer label changed from “D3D12 Interop” to “D3D12 Swap Chain”; status now reads globals::features::upscaling.d3d12SwapChainActive.

Sequence Diagram(s)

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~20 minutes

Possibly related PRs

Suggested reviewers

  • jiayev
  • alandtse

Poem

I toggled a flag with a whisker’s sway,
From interop’s warren to swap-chain’s play.
Bits hop in order, frames align tight,
UI carrots glow “Active” tonight.
Thump goes the log—clean, concise, exact—
A tidy rename, a precise rabbit act. 🐇✨

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✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title Check ✅ Passed The title "chore: rename d3d12interop to d3d12SwapChainActive" concisely and accurately summarizes the primary change in the diff — renaming the internal d3d12interop flag to d3d12SwapChainActive and updating related UI text and conditionals in Upscaling and Menu. It is specific, focused, and uses a conventional commit prefix, making the intent clear to reviewers scanning history. It avoids unnecessary detail and correctly reflects the changeset.
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Using provided base ref: 76cb9a0
Using base ref: 76cb9a0
Base commit date: 2025-09-18T20:03:59+01:00 (Thursday, September 18, 2025 08:03 PM)
No actionable suggestions for changed features.

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Actionable comments posted: 0

🧹 Nitpick comments (11)
src/Features/Upscaling.h (3)

82-82: Optional: add a tiny accessor to avoid direct flag reads.

Keeps call‑sites consistent and future‑proof if backing logic changes.

 struct Upscaling : Feature
 {
+	inline bool IsD3D12SwapChainActive() const noexcept { return d3d12SwapChainActive; }

143-155: Comment tweak for consistency (nit).

Section comment still says “interop”; you can mention the swap chain explicitly for discoverability.

-// D3D11/D3D12 shared fence for interop synchronization
+// D3D11/D3D12 shared fence for interop/proxy swap-chain synchronization

171-171: Consider renaming the static to match terminology (optional).

If you plan further renames, dx12SwapChaind3d12SwapChain for consistency with the new flag.

src/Features/Upscaling.cpp (8)

506-513: Use a local alias for the repeated condition (minor).

Improves readability and reduces duplication.

- bool frameGenModeChanged = (settings.frameGenerationMode && d3d12SwapChainActive) != previousFrameGenMode;
+ const bool fgRequested = settings.frameGenerationMode && d3d12SwapChainActive;
+ bool frameGenModeChanged = fgRequested != previousFrameGenMode;
 ...
- (int)previousUpscaleMode, (int)a_upscalemethod, previousFrameGenMode, (settings.frameGenerationMode && d3d12SwapChainActive));
+ (int)previousUpscaleMode, (int)a_upscalemethod, previousFrameGenMode, fgRequested);
 ...
- previousFrameGenMode = (settings.frameGenerationMode && d3d12SwapChainActive);
+ previousFrameGenMode = fgRequested;

Also applies to: 552-553


905-907: VRAM tidy-up when proxy is active but features are off (optional).

You purposely retain depth/motion when the proxy is active even if neither upscaling nor FG needs them. Consider freeing them to save VRAM and lazily re‑creating on demand.

Also applies to: 926-935, 1008-1018


1038-1052: Add parentheses for readability (nit).

Operator precedence is correct, but explicit grouping avoids confusion.

-if (upscaleMethod == UpscaleMethod::kFSR || (d3d12SwapChainActive && settings.frameGenerationMode && upscaleMethod != UpscaleMethod::kXESS)) {
+if (upscaleMethod == UpscaleMethod::kFSR ||
+    ((d3d12SwapChainActive && settings.frameGenerationMode) && (upscaleMethod != UpscaleMethod::kXESS))) {

1054-1103: Same parentheses nit here.

-if (upscaleMethod == UpscaleMethod::kFSR || upscaleMethod == UpscaleMethod::kXESS || d3d12SwapChainActive && settings.frameGenerationMode) {
+if (upscaleMethod == UpscaleMethod::kFSR ||
+    upscaleMethod == UpscaleMethod::kXESS ||
+    (d3d12SwapChainActive && settings.frameGenerationMode)) {

1149-1172: Guard waitable object (edge case).

If the backend fails to provide a waitable object, WaitForSingleObject(nullptr, …) will crash.

- if (d3d12SwapChainActive) {
+ if (d3d12SwapChainActive) {
     // Use frame latency waitable object if available for better frame pacing
-    HANDLE waitableObject = GetFrameLatencyWaitableObject();
+    HANDLE waitableObject = GetFrameLatencyWaitableObject();
 
     // Wait for the next frame presentation slot
-    WaitForSingleObject(waitableObject, INFINITE);
+    if (waitableObject) {
+        WaitForSingleObject(waitableObject, INFINITE);
+    } else {
+        logger::warn("[FrameLimiter] Frame latency waitable object unavailable; falling back to QPC pacing.");
+    }

150-150: Minor doc tweak (nit).

Comment says “optional D3D12 proxying”; consider mentioning “swap chain” to align with the rename.


352-356: IAT hook install unchanged; consider setting flag false here (defensive, optional).

If you ever reinitialize after a teardown, resetting the flag avoids stale state.

 void Upscaling::Load()
 {
   *(uintptr_t*)&ptrD3D11CreateDeviceAndSwapChainUpscaling = SKSE::PatchIAT(hk_D3D11CreateDeviceAndSwapChainUpscaling, "d3d11.dll", "D3D11CreateDeviceAndSwapChain");
+  d3d12SwapChainActive = false;
 }

275-321: UI copy still mentions “D3D12 interop” in VR path (nit).

Optional wording change to “swap chain interop” for consistency.

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  • src/Features/Upscaling.cpp (13 hunks)
  • src/Features/Upscaling.h (1 hunks)
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🔇 Additional comments (12)
src/Features/Upscaling.h (1)

82-82: Rename improves clarity; OK to merge.

Public runtime flag now clearly reflects the proxy swap-chain state.

src/Menu.cpp (2)

403-404: Footer label and source updated; looks good.

String now reflects swap‑chain terminology and reads the new flag.


403-404: No 'D3D12 Interop' labels found — resolved.
Repo-wide search for "D3D12 Interop"/"d3d12Interop" returned no matches; only D3D12 tokens appear in shader comments (features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl).

src/Features/Upscaling.cpp (9)

242-247: Restart hint logic reads well with the new flag.

Warns only when FG is enabled but the proxy isn’t active yet.


255-262: UI gating matches swap‑chain availability.

Disabling controls when the proxy isn’t active prevents invalid states.


1133-1134: UI buffer update now correctly keyed off swap‑chain activity.

Matches the rename; no issues.


1238-1239: IsFrameGenerationActive() updated; OK.

Condition remains semantically identical with the new flag.


1020-1022: Nice: consolidated debug line reflects all three needs.

No action needed.


111-121: Happy path remains unchanged aside from the flag; LGTM.

No behavioral regressions spotted.

Also applies to: 140-148


323-333: Settings (de)serialization unaffected; good.

Rename doesn’t touch persisted schema.


1263-1270: SDK loads unaffected; OK.

No coupling to the renamed flag here.


111-112: Flag is set when proxy swap chain is created — ensure it’s cleared on teardown.

Repo search shows no src/Features/Upscaling.cpp and no assignment that resets upscaling.d3d12SwapChainActive = false; add a reset in the swapchain/device teardown path (or point to the current file/path so I can re-verify).

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✅ A pre-release build is available for this PR:
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@doodlum doodlum merged commit dd48e10 into dev Sep 19, 2025
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Pentalimbed pushed a commit to Pentalimbed/skyrim-community-shaders that referenced this pull request Dec 16, 2025
* chore(ui): update discord banner (community-shaders#1493)

* fix: use proper filename settingsuser.json (community-shaders#1491)

* chore(upscaling): increase fsr sharpness

* chore: rename d3d12interop to d3d12SwapChainActive (community-shaders#1494)

* feat(llf): remove particle lights (community-shaders#1495)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* feat(llf): move llf to core (community-shaders#1496)

* fix: remove water clamp (community-shaders#1497)

* fix(upscaling): more upscaling fixes (community-shaders#1498)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: fix some internal errors when debugging (community-shaders#1500)

* fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501)

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* fix(ui): add constraints for discord banner size (community-shaders#1463)

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* fix(VR): fix exiting menu using controllers (community-shaders#1502)

* build: fix warnings (community-shaders#1505)

* feat(UI): allow tooltips for disabled elements (community-shaders#1503)

* feat(upscaling): add downscale percentages (community-shaders#1506)

* perf(ssgi): optimize  (community-shaders#1499)

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* feat(ui): font size and perf overlay improvements (community-shaders#1511)

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* chore: remove unused hooks (community-shaders#1510)

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* fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512)

* fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515)

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* chore: mostly revert ISHDR to 1.3.6 (community-shaders#1516)

* chore(upscaling): simplify interop and upscale methods (community-shaders#1514)

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* fix(hair): typo in code (community-shaders#1517)

* feat(ibl): lerp sky ibl using skylighting (community-shaders#1519)

* fix(sss): burley artifacts with effect blend (community-shaders#1518)

* fix(upscaling): fix screenshots when upscaling enabled (community-shaders#1520)

* fix(upscaling): fix mipbias sometimes being wrong (community-shaders#1521)

* fix: fix compile error if snow shader on (community-shaders#1522)

* chore(upscaling): revert fsr to typical settings (community-shaders#1523)

* fix: fix minor ui issues (community-shaders#1524)

* chore(grass collision): simpler grass collision (community-shaders#1525)

* fix: update skylighting and version

* fix(pbr): fix inconsistencies (community-shaders#1526)

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* feat(upscaling): sharpening slider (community-shaders#1527)

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* chore: bump versions

* fix(ibl): add ibl to reflection normalization (community-shaders#1528)

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* fix(hair): remove pbr lighting mult for hair (community-shaders#1531)

* chore(upscaling): add back upscale multiplier (community-shaders#1532)

* fix(upscaling): fix minor upscaling issues (community-shaders#1536)

* chore: gamma space normalisation (community-shaders#1535)

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* feat(grass collision): implement with texture and history (community-shaders#1539)

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* chore(grass collision): less aggressive (community-shaders#1546)

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* fix(skylighting): fix cell id casting (community-shaders#1544)

* chore(emat): auto detect terrain parallax (community-shaders#1545)

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* chore: update versions

* feat(VR): enable upscaling (community-shaders#1507)

* fix(terrain shadows): fix brightened lods (community-shaders#1547)

* chore(upscaling): reduce ghosting near camera (community-shaders#1548)

* fix: fix grass not animating (community-shaders#1549)

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* fix(grass collision): fix non-standard timescales (community-shaders#1550)

* build: deploy only updated files (community-shaders#1556)

* feat: add Clear Shader Cache to Advanced (community-shaders#1555)

* chore(featureissues): default collapse testing menu (community-shaders#1554)

* fix(VR): use only supported shaders from cache (community-shaders#1553)

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* build: use gersemi cmake formatter (community-shaders#1557)

* fix(terrain): vanilla diffuse in pbr terrain cell too bright due to wrong color space (community-shaders#1558)

* docs: add new feature development template guide (community-shaders#1529)

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* docs(UI): remove duplicate GPL license statement (community-shaders#1561)

* feat: add renderdoc for debugging (community-shaders#1560)

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* fix(ui): welcome popup size issues (community-shaders#1573)

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* chore(grass collision): minor tweaks (community-shaders#1568)

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* fix(terrain helper): fix conflicting bit (community-shaders#1566)

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* feat(UI): separate theme settings, UI refactor, font support (community-shaders#1571)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: bump versions

* build: fix zipping aio (community-shaders#1579)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(grass collision): clamp maximum depth of grass (community-shaders#1578)

* feat(UI): enhance shader blocking (community-shaders#1564)

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* fix: remove duplicate buffer setup (community-shaders#1586)

* feat: update shader compile elapsed time every second (community-shaders#1587)

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* build: add cmake install commands (community-shaders#1372)

* feat(perf-overlay): add size controls (community-shaders#1591)

* fix(perf-overlay): fix infinite draw calls table height (community-shaders#1590)

* refactor(perf-overlay): remove collapsible headers (community-shaders#1572)

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* fix(perf-overlay): removed ImGuiTableFlags_ScrollX/Y for scroll bar issues (community-shaders#1594)

* build: fix shader copying to relative paths (community-shaders#1603)

* fix(ibl): apply ibl to cubemap normalisation for non deferred (community-shaders#1604)

* fix(grass): use correct light direction (community-shaders#1602)

* fix(welcome-popup): adjust font size & window spacing (community-shaders#1592)

* feat(lod): add gamma sliders (community-shaders#1588)

* build: correct CodeRabbit schema syntax (community-shaders#1608)

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* build: add compile-time validation of GPU buffers (community-shaders#1427)

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* ci: run shader validation on CMake and CI config changes (community-shaders#1606)

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* feat: procedural sun

* limb darkening

* another darkening

* build(deps): remove orphaned Intel XeSS dependency (community-shaders#1611)

Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>

* fix: accumulate sunlight color in pixel shader output

* fix(ui): enter key now behaves properly when first time popup is open (community-shaders#1615)

* feat(ui): add tabs to advanced settings & PBR search (community-shaders#1599)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* build: add HLSL intellisense (community-shaders#1614)

* refactor(UI): move light limit visualization into debug (community-shaders#1619)

* refactor(ui): add settings for shader block hotkeys (community-shaders#1624)

Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com>

* fix(ui): anchor reset settings button position  (community-shaders#1621)

Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com>

* fix(hair): use indirect normal for deferred marschner hair (community-shaders#1626)

* build: fix Package-AIO-Manual for fresh pulls (community-shaders#1625)

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* fix(snow): use world space vectors (community-shaders#1618)

* feat(UI): add gaussian blur shader core files (community-shaders#1595)

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* feat(ui): add test conditions button (community-shaders#1637)

* fix(ui): blocked shader info overflow in Shader Debug tab (community-shaders#1632)

* fix(upscaling): replace NIS with RCAS for DLSS (community-shaders#1620)

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* fix(dynamic cubemaps): add a check for timeskip (community-shaders#1639)

* refactor: restructure lighting (community-shaders#1633)

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* feat(ui): add themes & fonts (community-shaders#1596)

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* feat(water): add flowmap parallax (community-shaders#1636)

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* fix cloud shadow setting saving

---------

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@alandtse alandtse deleted the d3d12-interop-rename branch February 6, 2026 05:20
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