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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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@@ -772,10 +772,19 @@ Builder::Builder(QWidget* parent_, bool runtime_lock_)
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Builder::~Builder() = default;
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static bool IsAndroidOnly(const Settings::BasicSetting& setting) {
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const std::string& label = setting.GetLabel();
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return label.starts_with("frame_gen") || label == "emulate_bgr565";
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}
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Widget* Builder::BuildWidget(Settings::BasicSetting* setting,
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std::vector<std::function<void(bool)>>& apply_funcs,
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RequestType request, bool managed, float multiplier,
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Settings::BasicSetting* other_setting, const QString& suffix) const {
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if (IsAndroidOnly(*setting)) {
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return nullptr;
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}
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if (!Settings::IsConfiguringGlobal() && !setting->Switchable()) {
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return nullptr;
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}
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