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feat: Add frame generation and enhance UE4 game compatibility
- Add frame generation settings (enabled/disabled, interpolation/extrapolation modes) - Add frame skipping settings (enabled/disabled, adaptive/fixed modes) - Implement frame skipping logic with adaptive and fixed modes - Enhance UE4 crash handling with recovery mechanisms - Add support for signed and float 32-bit image formats across shader backends - Update Vulkan Validation Layers to v1.4.321.0 - Fix duplicate frame skipping options in Qt UI - Improve memory handling for UE4 games (Hogwarts Legacy compatibility) - Add enhanced bindless texture handling with fallback approach - Update Android build configuration and dependencies Signed-off-by: Zephyron <zephyron@citron-emu.org>
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@@ -145,10 +145,22 @@ std::string_view ImageFormatString(ImageFormat format) {
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return ",r16i";
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case ImageFormat::R32_UINT:
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return ",r32ui";
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case ImageFormat::R32_SINT:
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return ",r32i";
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case ImageFormat::R32_SFLOAT:
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return ",r32f";
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case ImageFormat::R32G32_UINT:
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return ",rg32ui";
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case ImageFormat::R32G32_SINT:
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return ",rg32i";
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case ImageFormat::R32G32_SFLOAT:
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return ",rg32f";
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case ImageFormat::R32G32B32A32_UINT:
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return ",rgba32ui";
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case ImageFormat::R32G32B32A32_SINT:
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return ",rgba32i";
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case ImageFormat::R32G32B32A32_SFLOAT:
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return ",rgba32f";
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default:
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throw NotImplementedException("Image format: {}", format);
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}
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