[vulkan, android] Initial implementation of LSFG-VK (#4263)

Pretty much self explanatory, own implementation based on LSFG-VK available with some additional reverse engineer work for the actual use of shaders inside Lossless.dll, we don't store/ bundle any tools that bypass security and self ownership: to use this feature is required to own your own copy of Lossless Scaling and I encourage to support developers behind this work.

Special thanks:

1.- THS - Original developer behind Lossless Scaling
2.- PancakeTAS - Developer behind LSFG-VK
3.- The Big Smolio The Sleeper (@gidoly)

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4263
This commit is contained in:
CamilleLaVey
2026-08-17 00:30:19 +02:00
committed by crueter
parent dc95cd09ee
commit 2000fdfb7b
69 changed files with 4735 additions and 38 deletions
+4 -1
View File
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
@@ -20,6 +20,7 @@
#define KEYS_DIR "keys"
#define LOAD_DIR "load"
#define LOG_DIR "log"
#define LOSSLESS_DIR "lossless"
#define NAND_DIR "nand"
#define PLAY_TIME_DIR "play_time"
#define SCREENSHOTS_DIR "screenshots"
@@ -37,3 +38,5 @@
// yuzu-specific files
#define LOG_FILE "eden_log.txt"
#define LOSSLESS_DLL_FILE "Lossless.dll"
#define LOSSLESS_CACHE_FILE "lsfg_spirv.cache"
+1
View File
@@ -157,6 +157,7 @@ public:
GenerateEdenPath(EdenPath::KeysDir, eden_path / KEYS_DIR);
GenerateEdenPath(EdenPath::LoadDir, eden_path / LOAD_DIR);
GenerateEdenPath(EdenPath::LogDir, eden_path / LOG_DIR);
GenerateEdenPath(EdenPath::LosslessDir, eden_path / LOSSLESS_DIR);
GenerateEdenPath(EdenPath::NANDDir, eden_path / NAND_DIR);
GenerateEdenPath(EdenPath::PlayTimeDir, eden_path / PLAY_TIME_DIR);
GenerateEdenPath(EdenPath::SaveDir, eden_path / NAND_DIR);
+2 -1
View File
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
@@ -23,6 +23,7 @@ enum class EdenPath {
KeysDir, // Where key files are stored.
LoadDir, // Where cheat/mod files are stored.
LogDir, // Where log files are stored.
LosslessDir, // Where the user-supplied Lossless Scaling library is stored.
NANDDir, // Where the emulated NAND is stored.
PlayTimeDir, // Where play time data is stored.
SaveDir, // Where save data is stored.
+22
View File
@@ -380,6 +380,28 @@ void UpdateRescalingInfo() {
TranslateResolutionInfo(setup, info);
}
u32 FrameGenMultiplier() {
return std::clamp(values.frame_gen_multiplier.GetValue(), MIN_FRAME_GEN_MULTIPLIER,
MAX_FRAME_GEN_MULTIPLIER);
}
size_t FrameGenGenerations() {
if (!values.frame_gen.GetValue()) {
return 0;
}
return FrameGenMultiplier() - 1;
}
size_t FrameGenMaxGenerations() {
if (!values.frame_gen.GetValue()) {
return 0;
}
if (values.frame_gen_target_rate.GetValue() != 0) {
return MAX_FRAME_GEN_MULTIPLIER - 1;
}
return FrameGenMultiplier() - 1;
}
void RestoreGlobalState(bool is_powered_on) {
// If a game is running, DO NOT restore the global settings state
if (is_powered_on) {
+76 -8
View File
@@ -352,7 +352,7 @@ struct Values {
true};
SwitchableSetting<ScalingFilter> scaling_filter{linkage,
ScalingFilter::Bilinear,
ScalingFilter::NearestNeighbor,
"scaling_filter",
Category::Renderer,
Specialization::Default,
@@ -388,6 +388,69 @@ struct Values {
true,
true};
SwitchableSetting<bool> frame_gen{linkage, false, "frame_gen", Category::Renderer,
Specialization::Default, true, false};
SwitchableSetting<u32, true> frame_gen_multiplier{linkage,
2,
2,
4,
"frame_gen_multiplier",
Category::Renderer,
Specialization::Countable,
true,
false,
&frame_gen};
SwitchableSetting<u32, true> frame_gen_target_rate{linkage,
0,
0,
240,
"frame_gen_target_rate",
Category::Renderer,
Specialization::Countable,
true,
true,
&frame_gen};
SwitchableSetting<bool> frame_gen_flow_scale_auto{linkage,
true,
"frame_gen_flow_scale_auto",
Category::Renderer,
Specialization::Default,
true,
false,
&frame_gen};
SwitchableSetting<u32, true> frame_gen_flow_scale{linkage,
75,
25,
100,
"frame_gen_flow_scale",
Category::Renderer,
Specialization::Countable |
Specialization::Percentage,
true,
true,
&frame_gen};
SwitchableSetting<u32, true> frame_gen_queue_target{linkage,
1,
0,
2,
"frame_gen_queue_target",
Category::Renderer,
Specialization::Countable,
true,
false,
&frame_gen};
SwitchableSetting<bool> frame_gen_fp16{linkage, true, "frame_gen_fp16", Category::Renderer,
Specialization::Default, true, false, &frame_gen};
SwitchableSetting<bool> frame_gen_dump_flow{linkage, false, "frame_gen_dump_flow",
Category::Renderer};
SwitchableSetting<bool> use_asynchronous_gpu_emulation{linkage,
#ifdef __ANDROID__
false,
@@ -569,13 +632,8 @@ struct Values {
SwitchableSetting<bool> emulate_bgr565{linkage, false, "emulate_bgr565",
Category::RendererHacks};
SwitchableSetting<bool> rescale_hack{linkage,
#ifdef __ANDROID__
true,
#else
false,
#endif
"rescale_hack", Category::RendererHacks};
SwitchableSetting<bool> rescale_hack{linkage, false, "rescale_hack",
Category::RendererHacks};
SwitchableSetting<bool> enable_gpu_buffer_readback{linkage,
false,
"enable_gpu_buffer_readback",
@@ -875,10 +933,20 @@ struct Values {
// Per-game overrides
bool use_squashed_iterated_blend;
};
extern Values values;
constexpr u32 MIN_FRAME_GEN_MULTIPLIER = 2;
constexpr u32 MAX_FRAME_GEN_MULTIPLIER = 4;
[[nodiscard]] u32 FrameGenMultiplier();
[[nodiscard]] size_t FrameGenGenerations();
[[nodiscard]] size_t FrameGenMaxGenerations();
bool getDebugKnobAt(u8 i);
void UpdateGPUAccuracy();