Implements ScaleFX algorithm for pixel art upscaling with edge
preservation. Supports both OpenGL and Vulkan with FP16/FP32
variants for hardware optimization.
ScaleFX is designed to reduce pixelation while preserving sharp
edges, ideal for low-resolution and pixel art games.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add TAA option to AntiAliasing enum in settings
- Implement TAA shaders for both OpenGL (GLSL) and Vulkan (SPIR-V)
- Add OpenGL TAA class with framebuffer management and temporal blending
- Add Vulkan TAA class following existing AntiAliasPass architecture
- Integrate TAA into OpenGL and Vulkan rendering pipelines
- Add UI translations and Android string resources for TAA option
- Implement Halton sequence jittering for temporal sampling
- Add motion vector validation and neighborhood clamping to reduce ghosting
- Configure aggressive temporal blending to minimize visual artifacts
- Add proper descriptor set management for Vulkan TAA implementation
The TAA implementation provides high-quality anti-aliasing by combining
information from multiple frames with per-pixel jittering, resulting
in smoother edges and reduced aliasing artifacts while maintaining
good performance and temporal stability.
Fixes: Black screen issues with proper descriptor set bindings
Fixes: Ghosting artifacts with improved temporal blending parameters
Fixes: Jitter visibility with reduced jitter intensity (50% scaling)
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Moved ZBCManager to `video_core/zbc_manager.cpp/h` for modularity. Added
`gl_zbc_clear.cpp/h` for efficient OpenGL color, depth, and stencil clears.
Updated `RasterizerOpenGL::Clear` to use ZBC with fallback. Added stencil
type validation. Fixed color mask and logging. Updated `CMakeLists.txt`.
Enhances performance and code organization.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add new settings for shader building overlay and performance graph
- Create ShaderBuildingOverlayView with animated shader building indicator
- Implement JNI bridge to get shader building count from core
- Add performance metrics display (FPS, frametime, emulation speed)
- Include real-time frametime graph with min/avg/max statistics
- Add menu options to toggle overlay and graph independently
- Integrate with existing overlay system in EmulationFragment
- Optimize Vulkan pipeline cache loading with pre-reservation
- Improve async shader building to reduce main thread blocking
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Convert FSR2 quality mode from number input to dropdown with 4 options
- Disable and grey out FSR sharpness slider when FSR2 is selected
- Add proper enum-based settings for FSR2 quality modes
- Update both Vulkan and OpenGL FSR2 implementations
- Connect UI state changes automatically
Provides better UX by using appropriate controls and preventing confusion
between FSR 1.0 and FSR 2.0 sharpening options.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add FSR2 to ScalingFilter enum alongside existing FSR
- Implement FSR2 classes for both Vulkan and OpenGL renderers
- Add fsr2_quality_mode setting with 4 quality levels (Quality, Balanced, Performance, Ultra Performance)
- Integrate FSR2 into present pipeline for both renderers
- Add UI support for FSR2 option in scaling filter dropdown
- Add FSR2 quality mode setting with dropdown selection
- Update translations and Android strings for new options
- Default to Performance mode for optimal balance
This provides users with FSR 2.0 as a scaling option, offering different
quality/performance characteristics compared to FSR 1.0. The implementation
uses quality-based sharpening values and integrates seamlessly with the
existing rendering pipeline.
Signed-off-by: Zephyron <zephyron@citron-emu.org>