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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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@@ -37,7 +37,8 @@ VK_DEFINE_HANDLE(VmaAllocator)
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FEATURE(EXT, HostQueryReset, HOST_QUERY_RESET, host_query_reset) \
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FEATURE(KHR, 8BitStorage, 8BIT_STORAGE, bit8_storage) \
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FEATURE(KHR, BufferDeviceAddress, BUFFER_DEVICE_ADDRESS, buffer_device_address) \
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FEATURE(KHR, TimelineSemaphore, TIMELINE_SEMAPHORE, timeline_semaphore)
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FEATURE(KHR, TimelineSemaphore, TIMELINE_SEMAPHORE, timeline_semaphore) \
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FEATURE(KHR, VulkanMemoryModel, VULKAN_MEMORY_MODEL, vulkan_memory_model)
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#define FOR_EACH_VK_FEATURE_1_3(FEATURE) \
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FEATURE(EXT, ImageRobustness, IMAGE_ROBUSTNESS, robust_image_access) \
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@@ -416,6 +417,11 @@ FN_MAX_LIMIT_LIST
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return features.shader_float16_int8.shaderFloat16;
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}
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/// Returns true if the device can run shaders built against the Vulkan memory model.
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bool IsVulkanMemoryModelSupported() const {
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return features.vulkan_memory_model.vulkanMemoryModel;
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}
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/// Returns true if the device supports int8 natively.
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bool IsInt8Supported() const {
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return features.shader_float16_int8.shaderInt8;
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