[vulkan] Initial implementation of post-processing shaders

This commit is contained in:
CamilleLaVey
2026-09-04 03:19:15 -04:00
parent 1dcc574591
commit f24b14e7cf
39 changed files with 3307 additions and 0 deletions
+1
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@@ -23,6 +23,7 @@
#define LOSSLESS_DIR "lossless"
#define NAND_DIR "nand"
#define PLAY_TIME_DIR "play_time"
#define POST_SHADER_DIR "post_shaders"
#define SCREENSHOTS_DIR "screenshots"
#define SDMC_DIR "sdmc"
#define SHADER_DIR "shader"
+1
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@@ -160,6 +160,7 @@ public:
GenerateEdenPath(EdenPath::LosslessDir, eden_path / LOSSLESS_DIR);
GenerateEdenPath(EdenPath::NANDDir, eden_path / NAND_DIR);
GenerateEdenPath(EdenPath::PlayTimeDir, eden_path / PLAY_TIME_DIR);
GenerateEdenPath(EdenPath::PostShaderDir, eden_path / POST_SHADER_DIR);
GenerateEdenPath(EdenPath::SaveDir, eden_path / NAND_DIR);
GenerateEdenPath(EdenPath::ScreenshotsDir, eden_path / SCREENSHOTS_DIR);
GenerateEdenPath(EdenPath::SDMCDir, eden_path / SDMC_DIR);
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@@ -26,6 +26,7 @@ enum class EdenPath {
LosslessDir, // Where the user-supplied Lossless Scaling library is stored.
NANDDir, // Where the emulated NAND is stored.
PlayTimeDir, // Where play time data is stored.
PostShaderDir, // Where user post-processing shaders are stored.
SaveDir, // Where save data is stored.
ScreenshotsDir, // Where yuzu screenshots are stored.
SDMCDir, // Where the emulated SDMC is stored.