Commit Graph

2929 Commits

Author SHA1 Message Date
Zephyron
568ab699f6 feat(renderer): Add ScaleFX pixel art upscaling filter
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>
2025-10-11 13:35:19 +10:00
collecting
f0ccc3108e fix: Copyright 2025-10-06 05:00:49 +00:00
collecting
41fc8ee272 feat: Add Lanczos 2025-10-06 02:13:55 +00:00
collecting
37bebbea10 feat: Add Lanczos 2025-10-06 02:10:57 +00:00
collecting
7feef45cee feat: Add Lanczos 2025-10-06 02:10:20 +00:00
collecting
c2446eb91e feat: Add Lanczos 2025-10-06 02:07:48 +00:00
Zephyron
9090a24c2e feat: add Low GPU Accuracy setting for maximum performance
Implements a new "Low" GPU accuracy level that prioritizes performance
over accuracy by aggressively cutting corners in GPU emulation.

Changes:
- Add GpuAccuracy::Low enum and setting infrastructure
- Implement IsGPULevelNormal() helper function
- Skip texture cache checks and query operations
- Use unsafe memory reads for DMA operations
- Disable fence delays and query precision
- Add UI support for desktop (Qt) and Android

Performance optimizations:
- Skips texture cache coherency checks (vk/gl_rasterizer.cpp)
- Non-blocking query synchronization (query_cache.h)
- Unsafe memory operations (dma_pusher.cpp)
- No macro parameter refresh (maxwell_3d.cpp)
- Immediate fence signaling (fence_manager.h)
- Non-precise Vulkan queries (vk_query_cache.cpp)

Ideal for lower-end hardware and users prioritizing FPS over accuracy.
Works on both desktop and Android platforms.

Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-10-01 21:45:23 +10:00
collecting
5903a7ad56 static_cast 2025-09-23 01:10:07 +00:00
Zephyron
19cf31b215 feat: add Temporal Anti-Aliasing (TAA) support for OpenGL and Vulkan
- 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>
2025-09-21 10:34:19 +10:00
Zephyron
94119302ec feat: Add OpenGL ZBC clear support and refactor ZBC management
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>
2025-09-14 20:28:39 +10:00
Zephyron
06f13f3cb1 android: Add shader building overlay with performance graph
- 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>
2025-08-17 15:48:06 +10:00
Zephyron
117c467ff3 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>
2025-08-05 19:32:28 +10:00
Zephyron
568999fd59 feat: Improve FSR2 UI with dropdown quality mode and conditional FSR sharpness
- 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>
2025-07-29 15:49:05 +10:00
Zephyron
3b8da3d80a feat: Add FSR 2.0 scaling filter option
- 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>
2025-07-29 15:21:36 +10:00
Zephyron
b2d9cf4a01 chore: update project branding to CITRON
Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-05-06 16:11:33 +10:00
Zephyron
5e16e20427 chore: update project branding to Citron
Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-05-06 16:08:59 +10:00
Zephyron
bfb82e577c chore: update project branding to citron
Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-05-06 16:06:48 +10:00
liamwhite
b2e129eaa5 vk_rasterizer: flip scissor y on lower left origin mode (#13122) 2024-02-27 15:40:33 +01:00
Liam
a0e254e7c4 renderer_opengl: declare geometry stream support in profile 2024-02-26 11:18:30 -05:00
FearlessTobi
310c1f50be scope_exit: Make constexpr
Allows the use of the macro in constexpr-contexts.
Also avoids some potential problems when nesting braces inside it.
2024-02-19 16:00:46 +01:00
Liam
78aac6b403 gpu: dependency-inject scaling/antialiasing filter state for capture layers 2024-02-09 09:20:53 -05:00
Liam
0cb413c3d3 nvnflinger/gpu: implement applet capture 2024-02-09 09:20:53 -05:00
Liam
962c82540c nvnflinger/gpu: implement blending 2024-02-09 09:20:53 -05:00
Liam
0cbb555e9a video_core: defensively program around unmapped device pointers 2024-02-09 09:20:53 -05:00
Fernando Sahmkow
0d5a3abeae Buffer Cache: Refactor to use Range sets instead 2024-02-05 11:06:52 +01:00
Fernando Sahmkow
4841dc0b74 VideoCore: Move Slot Vector to Common 2024-02-04 20:01:47 +01:00
Liam
a595e9e8a7 nvnflinger/gpu: implement layer stack composition 2024-01-31 11:27:21 -05:00
Liam
10cf058518 renderer_opengl: implement layer stack composition 2024-01-31 11:27:21 -05:00
Liam
d4de04584f renderer_opengl: split up blit screen resources into antialias and window adapt passes 2024-01-31 11:27:21 -05:00
Liam
dd2918efd8 renderer_opengl: move out ownership of FSR resources 2024-01-31 11:27:21 -05:00
Liam
b78900e956 renderer_opengl: move out FSR shader source construction 2024-01-31 11:27:20 -05:00
Liam
60ee29aac3 renderer_opengl: split out FXAA 2024-01-31 11:27:20 -05:00
Liam
b90eff4bc6 renderer_opengl: split out SMAA 2024-01-31 11:27:20 -05:00
Liam
2b1dd3bef5 renderer_opengl: isolate core presentation code 2024-01-31 11:27:20 -05:00
Liam
453091f611 video_core: consistently account for resolution scaling when rendering 2024-01-31 11:27:20 -05:00
Liam
80de01a5b4 video_core: simplify accelerated surface fetch and crop handling between APIs 2024-01-31 11:27:20 -05:00
Fernando Sahmkow
23430e6772 Core: Eliminate core/memory dependancies. 2024-01-18 21:12:30 -05:00
Fernando Sahmkow
590d9b7e1d Core: Clang format and other small issues. 2024-01-18 21:12:30 -05:00
Fernando Sahmkow
34a8d0cc8e SMMU: Implement physical memory mirroring 2024-01-18 21:12:30 -05:00
Fernando Sahmkow
0a2536a0df SMMU: Initial adaptation to video_core. 2024-01-18 21:12:30 -05:00
liamwhite
92a331af76 Merge pull request #12437 from ameerj/gl-amd-fixes
OpenGL: Fixes and workaround updates for AMD
2024-01-04 15:53:44 -05:00
liamwhite
ad049f13aa Merge pull request #12415 from ameerj/ogl-draw-auto
gl_rasterizer: Implement DrawTransformFeedback macro
2023-12-26 11:45:25 -05:00
liamwhite
91290b9be4 Merge pull request #12412 from ameerj/gl-query-prims
OpenGL: Add GL_PRIMITIVES_GENERATED and GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries
2023-12-22 11:42:05 -05:00
Liam
9e9aed41be shader_recompiler: use float image operations on load/store when required 2023-12-21 14:34:46 -05:00
Ameer J
b4b301d22e gl_device: Remove AMD blacklists that are no longer applicable 2023-12-20 18:19:15 -05:00
Fernando S
9e5b4052ed Merge pull request #12403 from liamwhite/clipdistance
shader_recompiler: use minimal clip distance array
2023-12-20 18:45:20 +01:00
Ameer J
61e8c5f798 gl_rasterizer: Less spammy log for unimplemented resets 2023-12-20 11:51:44 -05:00
Ameer J
bbc0ed118d gl_rasterizer: Implement DrawTransformFeedback macro 2023-12-19 19:54:57 -05:00
Ameer J
db8a601cf8 OpenGL: Add GL_PRIMITIVES_GENERATED and GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries 2023-12-19 17:32:31 -05:00
Ameer J
1bb76201e6 gl_rasterizer: Silence spammy logs 2023-12-19 17:13:23 -05:00