[android] Add LSFG UI to quick settings (#4393)

Adds UI of LSFG to QS UI, very self-explanatory.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4393
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This commit is contained in:
CamilleLaVey
2026-09-14 02:53:30 +02:00
committed by crueter
parent 93318ef697
commit 099547b3f4
26 changed files with 410 additions and 147 deletions
+15 -44
View File
@@ -45,7 +45,7 @@ constexpr u32 PERFORMANCE_SHADER_ID_FIRST = 280;
constexpr u32 PERFORMANCE_SHADER_ID_LAST = 302;
constexpr u32 CACHE_MAGIC = 0x4746534C;
constexpr u32 CACHE_VERSION = 2;
constexpr u32 CACHE_VERSION = 3;
struct CacheHeader {
u32 magic;
@@ -53,7 +53,6 @@ struct CacheHeader {
u64 source_size;
u64 source_hash;
u32 module_count;
u32 variant;
};
struct Section {
@@ -277,41 +276,19 @@ template <typename Map>
return std::ranges::all_of(ids, [&](u32 id) { return resources.contains(id); });
}
[[nodiscard]] u32 VariantOffset(ShaderVariant variant) {
return variant == ShaderVariant::NativeFp16 ? PerformanceShader::NATIVE_FP16_OFFSET
: PerformanceShader::NATIVE_FP32_OFFSET;
}
template <typename Map>
[[nodiscard]] bool HasNativeVariant(const Map& resources, ShaderVariant variant) {
const u32 offset = VariantOffset(variant);
[[nodiscard]] bool HasNativeShaders(const Map& resources) {
return std::ranges::all_of(PerformanceShaderIds(), [&](u32 id) {
const auto hit = resources.find(id + offset);
const auto hit = resources.find(id + PerformanceShader::NATIVE_FP16_OFFSET);
return hit != resources.end() && IsSpirvModule(hit->second);
});
}
[[nodiscard]] std::optional<ShaderVariant> SelectVariant(const ResourceSpans& resources,
bool allow_fp16, bool prefer_fp16) {
if (prefer_fp16 && HasNativeVariant(resources, ShaderVariant::NativeFp16)) {
return ShaderVariant::NativeFp16;
}
if (HasNativeVariant(resources, ShaderVariant::NativeFp32)) {
return ShaderVariant::NativeFp32;
}
if (allow_fp16 && HasNativeVariant(resources, ShaderVariant::NativeFp16)) {
return ShaderVariant::NativeFp16;
}
return std::nullopt;
}
[[nodiscard]] LosslessStatus TranslateAll(const ResourceSpans& resources,
ShaderModules& out_modules,
ShaderVariant variant) {
const u32 offset = VariantOffset(variant);
ShaderModules& out_modules) {
out_modules.clear();
for (const u32 id : PerformanceShaderIds()) {
const auto hit = resources.find(id + offset);
const auto hit = resources.find(id + PerformanceShader::NATIVE_FP16_OFFSET);
if (hit == resources.end()) {
return LosslessStatus::MissingShaders;
}
@@ -343,7 +320,7 @@ template <typename Map>
}
[[nodiscard]] bool ReadShaderCache(const std::filesystem::path& path, u64 source_size,
u64 source_hash, u32 variant, ShaderModules& out_modules) {
u64 source_hash, ShaderModules& out_modules) {
if (!Common::FS::Exists(path)) {
return false;
}
@@ -355,8 +332,7 @@ template <typename Map>
return false;
}
if (header.magic != CACHE_MAGIC || header.version != CACHE_VERSION ||
header.source_size != source_size || header.source_hash != source_hash ||
header.variant != variant) {
header.source_size != source_size || header.source_hash != source_hash) {
return false;
}
@@ -433,8 +409,10 @@ template <typename Map>
return LosslessStatus::MissingShaders;
}
return HasPerformanceShaders(out_resources) ? LosslessStatus::Ok
: LosslessStatus::MissingShaders;
if (!HasNativeShaders(out_resources)) {
return LosslessStatus::MissingShaders;
}
return LosslessStatus::Ok;
}
} // Anonymous namespace
@@ -483,7 +461,7 @@ LosslessStatus GetInstalledLosslessStatus() {
return ValidateLosslessDll(GetLosslessDllPath());
}
LosslessStatus LoadShaderModules(ShaderModules& out_modules, bool allow_fp16, bool prefer_fp16) {
LosslessStatus LoadShaderModules(ShaderModules& out_modules) {
std::vector<u8> image;
const LosslessStatus read_status = ReadImageFile(GetLosslessDllPath(), image);
if (read_status != LosslessStatus::Ok) {
@@ -501,17 +479,11 @@ LosslessStatus LoadShaderModules(ShaderModules& out_modules, bool allow_fp16, bo
return parse_status;
}
const std::optional<ShaderVariant> variant = SelectVariant(spans, allow_fp16, prefer_fp16);
if (!variant) {
return LosslessStatus::MissingShaders;
}
if (ReadShaderCache(cache_path, source_size, source_hash, static_cast<u32>(*variant),
out_modules)) {
if (ReadShaderCache(cache_path, source_size, source_hash, out_modules)) {
return LosslessStatus::Ok;
}
const LosslessStatus translate_status = TranslateAll(spans, out_modules, *variant);
const LosslessStatus translate_status = TranslateAll(spans, out_modules);
if (translate_status != LosslessStatus::Ok) {
return translate_status;
}
@@ -522,7 +494,6 @@ LosslessStatus LoadShaderModules(ShaderModules& out_modules, bool allow_fp16, bo
.source_size = source_size,
.source_hash = source_hash,
.module_count = static_cast<u32>(out_modules.size()),
.variant = static_cast<u32>(*variant),
};
if (!WriteShaderCache(cache_path, header, out_modules)) {
void(Common::FS::RemoveFile(cache_path));
@@ -534,7 +505,7 @@ LosslessStatus LoadShaderModules(ShaderModules& out_modules, bool allow_fp16, bo
LosslessStatus BuildShaderCache() {
ShaderModules modules;
return LoadShaderModules(modules, true);
return LoadShaderModules(modules);
}
bool RemoveInstalledLosslessDll() {
+1 -9
View File
@@ -28,11 +28,6 @@ enum class LosslessStatus : u32 {
using ShaderResources = std::map<u32, std::vector<u8>>;
using ShaderModules = std::map<u32, std::vector<u32>>;
enum class ShaderVariant : u32 {
NativeFp32 = 1,
NativeFp16 = 2,
};
namespace PerformanceShader {
constexpr u32 MIPMAPS = 255;
constexpr u32 GENERATE = 256;
@@ -42,7 +37,6 @@ constexpr std::array<u32, 5> GAMMA{280, 282, 283, 284, 285};
constexpr std::array<u32, 10> DELTA{280, 286, 287, 288, 289, 281, 294, 295, 296, 297};
constexpr u32 NATIVE_FP16_OFFSET = 49;
constexpr u32 NATIVE_FP32_OFFSET = 98;
} // namespace PerformanceShader
[[nodiscard]] std::filesystem::path GetLosslessDllPath();
@@ -58,9 +52,7 @@ constexpr u32 NATIVE_FP32_OFFSET = 98;
[[nodiscard]] LosslessStatus BuildShaderCache();
[[nodiscard]] LosslessStatus LoadShaderModules(ShaderModules& out_modules,
bool allow_fp16 = false,
bool prefer_fp16 = false);
[[nodiscard]] LosslessStatus LoadShaderModules(ShaderModules& out_modules);
bool RemoveInstalledLosslessDll();