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chore(upscaling): add back upscale multiplier#1532

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doodlum merged 3 commits into
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upscale-mult
Sep 27, 2025
Merged

chore(upscaling): add back upscale multiplier#1532
doodlum merged 3 commits into
devfrom
upscale-mult

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@doodlum
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@doodlum doodlum commented Sep 27, 2025

Summary by CodeRabbit

  • New Features

    • Upscale Preset label now shows the preset name plus the average resolution scale for clearer feedback.
  • Bug Fixes

    • Resolution scaling now uses per-axis render-to-screen ratios with a 1:1 shortcut when sizes match.
    • Paused vs. unpaused states and quality modes yield correct per-axis scales.
    • Improved handling for DLSS/FidelityFX scaling to avoid unintended neutral scaling.

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coderabbitai Bot commented Sep 27, 2025

Walkthrough

Reworks upscaling to use per-axis resolution scales (float2) and displays the UI preset label with the average scale. Streamline refactors DLSS option setup into SetDLSSOptions(), changes GetInputResolutionScale to return float2 and to return {1.0f,1.0f} on failure, and updates Upscale flow to call the new DLSS setup step.

Changes

Cohort / File(s) Summary
Upscaling core
src/Features/Upscaling.cpp
Switches resolutionScaleBase from scalar to float2; computes renderWidth/renderHeight from .x/.y, uses 1:1 shortcut when render equals screen, otherwise computes per-axis resolutionScale.x/.y; UI “Upscale Preset” label now shows preset name plus average scale using std::format. No exported API changes.
Streamline: DLSS & flow refactor
src/Features/Upscaling/Streamline.cpp, src/Features/Upscaling/Streamline.h
Adds SetDLSSOptions() to encapsulate DLSS option setup; changes GetInputResolutionScale(...) return type from floatfloat2 and semantics (returns {1.0f,1.0f} on failure; computes separate x/y scales depending on paused state); Upscale() now calls CheckFrameConstants(), SetDLSSOptions(), then proceeds with rendering setup; removed direct state access from SetDLSSOptions.
FidelityFX: API type update
src/Features/Upscaling/FidelityFX.cpp, src/Features/Upscaling/FidelityFX.h
Changes GetInputResolutionScale(...) return type from floatfloat2; function now returns a float2 with both components equal to the previously computed scalar scale. Header updated accordingly.

Sequence Diagram(s)

sequenceDiagram
  autonumber
  participant UI as UI
  participant U as Upscaling
  participant R as Renderer

  UI->>U: ConfigureUpscaling(screenW, screenH, renderW, renderH)
  alt render == screen
    U->>U: resolutionScale = {1.0, 1.0}
  else
    U->>U: resolutionScale.x = renderW / screenW
    U->>U: resolutionScale.y = renderH / screenH
  end
  U->>UI: Label = std::format("Preset (avg: {:.2f})", 0.5*(x+y))
  U->>R: Apply per-axis resolutionScale
Loading
sequenceDiagram
  autonumber
  participant S as Streamline
  participant C as Controller (Upscale)
  participant D as DLSS subsystem

  C->>S: Upscale(frame)
  S->>S: CheckFrameConstants()
  S->>S: SetDLSSOptions()   %% new step: configure DLSS options
  S->>D: configure (options)
  S->>S: GetInputResolutionScale(outW,outH,quality)
  alt failed to get optimal settings
    S-->>C: return {1.0,1.0}
  else
    S-->>C: return {scaleX, scaleY}
  end
  S->>S: continue render setup (bind depth, resources)
Loading

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~25 minutes

Possibly related PRs

Suggested reviewers

  • alandtse
  • jiayev

Poem

I hop through scales both X and Y,
I format labels, give them a try.
When DLSS wakes I set its tune,
If things go odd I stay at one.
A rabbit’s tweak — the render’s soon. 🐇✨

Pre-merge checks and finishing touches

❌ Failed checks (1 warning)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 9.09% which is insufficient. The required threshold is 80.00%. You can run @coderabbitai generate docstrings to improve docstring coverage.
✅ 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(upscaling): add back upscale multiplier” refers directly to restoring a multiplier in the upscaling logic, which is one of the changes in this pull request, although it does not capture the additional updates to UI labeling and DLSS option handling.
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📒 Files selected for processing (5)
  • src/Features/Upscaling.cpp (2 hunks)
  • src/Features/Upscaling/FidelityFX.cpp (1 hunks)
  • src/Features/Upscaling/FidelityFX.h (1 hunks)
  • src/Features/Upscaling/Streamline.cpp (6 hunks)
  • src/Features/Upscaling/Streamline.h (1 hunks)
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  • src/Features/Upscaling/Streamline.h
  • src/Features/Upscaling.cpp
  • src/Features/Upscaling/FidelityFX.cpp
  • src/Features/Upscaling/Streamline.cpp
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  • src/Features/Upscaling/Streamline.h
  • src/Features/Upscaling.cpp
  • src/Features/Upscaling/FidelityFX.cpp
  • src/Features/Upscaling/Streamline.cpp
🔇 Additional comments (1)
src/Features/Upscaling.cpp (1)

720-743: Clamp render dimensions before jitter calculation.

We’re still flooring the scaled dimensions to int without any rounding or lower bound. For extreme downscale multipliers this drops renderWidth/renderHeight to zero, which then feeds into GetJitterPhaseCount and the projectionPosScale math, leading to divide-by-zero and NaNs. This is the same correctness issue flagged in the earlier review—please add rounding and a std::max(1, …) guard so the DLSS/FSR path can’t produce zero-sized render surfaces.

-        auto renderWidth = static_cast<int>(screenWidth * resolutionScaleBase.x);
-        auto renderHeight = static_cast<int>(screenHeight * resolutionScaleBase.y);
+        auto renderWidth = std::max(1, static_cast<int>(screenWidth * resolutionScaleBase.x + 0.5f));
+        auto renderHeight = std::max(1, static_cast<int>(screenHeight * resolutionScaleBase.y + 0.5f));

Ensure the subsequent resolutionScale calculations use these clamped integers. As per coding guidelines.


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Using provided base ref: 8047cd3
Using base ref: 8047cd3
Base commit date: 2025-09-27T16:58:33+01:00 (Saturday, September 27, 2025 04:58 PM)
No actionable suggestions for changed features.

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Actionable comments posted: 1

🧹 Nitpick comments (2)
src/Features/Upscaling/Streamline.cpp (1)

401-404: Return early for DLAA; avoid unnecessary SDK query and potential error log.

When dlssMode == eDLAA, you can return 1.0f before calling slDLSSGetOptimalSettings. This removes an avoidable external call and prevents spurious critical logs if the SDK query fails under DLAA.

Also add a guard for zero outputWidth/Height to avoid divide-by-zero in rare edge cases.

Apply:

 float Streamline::GetInputResolutionScale(uint32_t outputWidth, uint32_t outputHeight, uint32_t qualityMode)
 {
   sl::DLSSMode dlssMode;
   switch (qualityMode) {
@@
     break;
   }
 
+  // DLAA is 1:1; bypass SDK queries entirely.
+  if (dlssMode == sl::DLSSMode::eDLAA) {
+    return 1.0f;
+  }
+  if (outputWidth == 0 || outputHeight == 0) {
+    logger::warn("[Streamline] GetInputResolutionScale called with zero output dimension ({}x{}), defaulting to 1.0", outputWidth, outputHeight);
+    return 1.0f;
+  }
+
   sl::DLSSOptions dlssOptions{};
   dlssOptions.mode = dlssMode;
   dlssOptions.outputWidth = outputWidth;
   dlssOptions.outputHeight = outputHeight;
@@
-  // For DLAA, ensure exactly 1.0 scale
-  if (dlssMode == sl::DLSSMode::eDLAA) {
-    return 1.0f;
-  }

As per coding guidelines (robust error handling).

src/Features/Upscaling.cpp (1)

206-211: UI: consider showing X/Y scales when anisotropic.

Current label shows average scale only. If X≠Y, optionally append "(Xx, Yx)" for clarity. Low priority.

Example:

-std::string labelWithScale = std::format("{} ( {:.2f}x )", baseLabel, (resolutionScale.x + resolutionScale.y) * 0.5f);
+const float avg = (resolutionScale.x + resolutionScale.y) * 0.5f;
+std::string labelWithScale = std::format("{} ( {:.2f}x )", baseLabel, avg);
+if (fabs(resolutionScale.x - resolutionScale.y) > 0.001f) {
+  labelWithScale = std::format("{} ( {:.2f}x, {:.2f}x )", baseLabel, resolutionScale.x, resolutionScale.y);
+}
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Comment thread src/Features/Upscaling.cpp
@doodlum doodlum merged commit 19c6f4e into dev Sep 27, 2025
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✅ A pre-release build is available for this PR:
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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)

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

* 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)

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

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

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

* 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)

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

* 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)

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

* chore: bump versions

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

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

* 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)

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

* 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)

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* 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)

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

* 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)

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* 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)

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* 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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