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[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
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@@ -157,6 +157,7 @@ public:
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GenerateEdenPath(EdenPath::KeysDir, eden_path / KEYS_DIR);
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GenerateEdenPath(EdenPath::LoadDir, eden_path / LOAD_DIR);
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GenerateEdenPath(EdenPath::LogDir, eden_path / LOG_DIR);
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GenerateEdenPath(EdenPath::LosslessDir, eden_path / LOSSLESS_DIR);
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GenerateEdenPath(EdenPath::NANDDir, eden_path / NAND_DIR);
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GenerateEdenPath(EdenPath::PlayTimeDir, eden_path / PLAY_TIME_DIR);
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GenerateEdenPath(EdenPath::SaveDir, eden_path / NAND_DIR);
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