[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
+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) {