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feat: Super resolution (AMD FSR 1.0) with Sharpening, on PC, PS5 and Xbox - #89
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…ening (test234) FsrRenderer: the decoder renders into a SurfaceTexture; copy, EASU and RCAS passes (ports of ffx_fsr1.h, MIT) draw to the screen surface with the decoder's presentation time. Only when the stream is clearly smaller than the screen; a fold moves only FSR's output. The mockup comparison is now rendered by these shaders in WebGL 2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…t235) PC: MediaCodecDecoderRenderer.setSurfaceOverride, no setFixedSize while FSR is planned, off with HDR. Xbox: FsrGlDrawer as SurfaceViewRenderer's GlDrawer, hardware scaler off. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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test235: PC and Xbox too.
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…atency keys stepwise (test236) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Tested on the JAL Meeting Room TV (AQUOS-TVX19B, Android 11, MediaTek m7322, Mali-470): PS5-423 at home, reached over PSN, 720p60, 2026-10-21.
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Super resolution with AMD FidelityFX Super Resolution 1.0, for PS5 streams first. Mockups are in
docs/mockups/fsr/;fsr_compare.pngis rendered by the shaders in this PR, run in WebGL 2.Changelog
binding/video/FsrRenderer.kt:inputSurface).eglPresentationTimeANDROIDfrom the SurfaceTexture timestamp, so frame pacing still applies.attachOutput/detachOutputfollow the screen surface (folds); frames are taken and dropped while no output is attached.ffx_fsr1.h's 32-bitFsrEasuF/FsrEasuTapF/FsrEasuSetFandFsrRcasF(no denoise).FsrEasuConis computed as floats.textureGatheris fourtexelFetches in gather order, since ES 3.0 has no gather. The approximate reciprocals are exact ones with zero guards.Ps5StreamActivity:decoderSurface()uses FSR when Settings, Picture, Super resolution is FSR 1.0 and the screen surface is more than 1.1× the stream's height. Otherwise it uses the screen surface, as before, and also on any setup failure.surfaceDestroyeddetaches it, and the decoder keeps FSR's surface.Tested
Not tested yet (Saleh is away)
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