GPUOpen-Effects / FidelityFX-FSR2

FidelityFX Super Resolution 2
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OpenGL implementation #10

Closed AntonioNoack closed 2 years ago

AntonioNoack commented 2 years ago

Hello,

A lot of applications still use OpenGL, so it would be nice, if there was an OpenGL implementation as well. Just like for FSR 1.0. I haven't looked into the source code yet, but it should be possible, I think. At least with Compute Shaders, in case shared memory is being used.

rys commented 2 years ago

Unfortunately we've got no plans for an OpenGL implementation ourselves, but if someone else implements one we'd review any PR and consider landing it. The GLSL shaders for the Vulkan implementation are there as the starting point.

ImUrX commented 2 years ago

could the issue be opened so people interested on making a PR can easily find it?

RusJJ commented 2 years ago

Sorry for bumping but what's wrong with GL?

Calinou commented 1 year ago

Sorry for bumping but what's wrong with GL?

There's nothing wrong with OpenGL, but that API is becoming less common in modern games/applications in favor of Vulkan. This is especially the case with recent OpenGL versions (4.3+) which are rarely used in games/applications, as most OpenGL backends favor compatibility with old hardware and therefore stick to OpenGL 3.3 (sometimes less). There's also OpenGL ES 3.0 (for mobile/web platforms) which is even more limited than OpenGL 3.3 in most aspects.

FSR 2 makes use of many modern rendering features, so it probably won't be able to work with just OpenGL 3.3 (let alone OpenGL ES 3.0). This further limits its usability in applications/games that use OpenGL today (without bumping the version requirement).

In general, most games/applications that have high performance demands and modern renderers have moved to Vulkan already. Those that don't are typically fast to run on modern GPUs, so you don't need to upscale them – you can render them at native resolution, even 4K or sometimes more.

mirh commented 1 year ago

https://jntesteves.github.io/shadesofnoice/graphics/shaders/upscaling/2021/09/11/amd-fsr-demystified.html

mirh commented 8 months ago

And there it its https://github.com/JuanDiegoMontoya/FidelityFX-FSR2-OpenGL https://old.reddit.com/r/opengl/comments/148dcwh/opengl_port_of_fsr_2/

RusJJ commented 8 months ago

And there it its

Damn, now i need GLES 3.x for a full setup :| (There is FSR 1.x version but that's not cool - a shader nuh-uh)

mirh commented 8 months ago

FSR1 is basically just a shader, duh-uh? And who knows, perhaps the requirements can be lowered with a bit of elbow grease (even though usually it's the newer extensions and hardware features that make for the biggest optimizations in performance)

g-exp commented 7 months ago

And there it its https://github.com/JuanDiegoMontoya/FidelityFX-FSR2-OpenGL https://old.reddit.com/r/opengl/comments/148dcwh/opengl_port_of_fsr_2/

Great effort for GL, and suppose it's kind of official work? Since I noticed that author's also from AMD.

JuanDiegoMontoya commented 6 months ago

And there it its https://github.com/JuanDiegoMontoya/FidelityFX-FSR2-OpenGL https://old.reddit.com/r/opengl/comments/148dcwh/opengl_port_of_fsr_2/

Great effort for GL, and suppose it's kind of official work? Since I noticed that author's also from AMD.

To be clear, that is not an official OpenGL backend. I made it in my spare time to support my personal projects. Of course, anyone is welcome to use it and contribute to its development, but don't expect it to be optimal (in any sense of the word) or supported by anyone other than myself.