Commit Graph

26 Commits

Author SHA1 Message Date
Collecting
b15302cf24 fix(renderer): TAA graphical artifacts and pixel noise on AMD hardware
Signed-off-by: Collecting <collecting@noreply.localhost>
2026-01-08 03:10:29 +00:00
Zephyron
efef746299 feat(renderer): add CRT shader filter with configurable effects
Add CRT (Cathode Ray Tube) shader implementation as scaling filter
options (CRT EasyMode and CRT Royale) in the Window Adapting Filter
dropdown. Provides classic TV effects including scanlines, phosphor
masks, curvature distortion, gamma correction, bloom, brightness, and
alpha transparency.

- Add CRTEasyMode and CRTRoyale to ScalingFilter enum
- Implement vulkan_crt_easymode.frag shader with single-pass effects
- Integrate CRT filter into WindowAdaptPass rendering pipeline
- Add configurable CRT parameters to settings with user-friendly labels
- Add UI translations for desktop and Android platforms
- Support CRT push constants in present pipeline

The CRT filter appears alongside other scaling filters like FSR and
FSR 2.0. CRT parameter settings are only active when a CRT filter
is selected.

Signed-off-by: Zephyron <zephyron@citron-emu.org>
2026-01-01 18:18:05 +10:00
Zephyron
855a38ee97 video_core: Add ETC2 texture compression format support
Adds comprehensive support for ETC2 compressed texture formats (ETC2_RGB,
ETC2_RGBA, ETC2_RGB_PTA) in both UNORM and SRGB variants. This addresses
rendering issues in games like Hogwarts Legacy that use these formats.

Changes:
- Add ETC2 texture format enums (TextureFormat::ETC2_RGB_SRGB,
  ETC2_RGBA_SRGB) and component types (SNORM_FORCE_FP16, UNORM_FORCE_FP16)
- Implement format lookup mappings for all ETC2 variants in
  format_lookup_table.cpp
- Add PixelFormat enum values and block size tables for ETC2 formats
- Integrate ETC2 support into Vulkan backend with proper VkFormat mappings
- Add IsOptimalEtc2Supported() device capability check
- Update texture cache to handle ETC2 format conversion when needed
- Add ETC2 format cases to PixelFormat formatter for logging
- Improve shader environment texture handle validation with graceful
  fallback for invalid handles

Fixes assertion failures for texture formats 90 and 99, enabling proper
rendering of ETC2 compressed textures using native Vulkan support.

Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-12-28 11:57:18 +10:00
Zephyron
ac21b19165 vulkan: fix flickering objects and texture corruption
- Fix critical memory barrier bug: add missing newLayout assignment in write_barrier
- Improve texture swizzling with dynamic block height calculation:
  * RGB565 format: use block_height_log2 = 3
  * Small textures (≤256x256): use block_height_log2 = 3
  * Add validation to prevent corruption from invalid sizes
- Enhance memory barriers with proper stage synchronization:
  * Add VK_ACCESS_SHADER_READ_BIT to source access mask
  * Use correct pipeline stages for transfer operations
  * Ensure proper layout transitions (UNDEFINED → TRANSFER_DST → SHADER_READ_ONLY)
- Fix descriptor set layout: use VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
- Add framebuffer dimension validation (max 8192x8192) to prevent crashes
- Add fallback mechanism for invalid texture data (raw memory copy)

Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-10-17 18:44:07 +10:00
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
5785ae746e feat: Add Lanczos 2025-10-06 02:12:38 +00:00
collecting
c0c75e43ad feat: Add Lanczos 2025-10-06 02:09:42 +00:00
collecting
0202478a37 feat: Add Lanczos 2025-10-06 02:08:29 +00:00
collecting
90e39d3c3b Remove unused variable 2025-09-24 04:51:15 +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
e27fc65d11 feat: remove frame generation options from all platforms
Frame generation was marked as WIP and not ready for production use.
This commit removes all frame generation related code and UI elements
to prevent users from enabling an incomplete feature.

Changes:
- Remove frame generation settings from Android UI (Kotlin/XML)
- Remove frame generation settings from Desktop UI (Qt/C++)
- Remove frame generation enums and settings from core (C++)
- Remove frame generation Vulkan renderer implementation
- Remove frame generation shader files
- Update CMake build configuration

Signed-off-by: Zephyron <zephyron@citron-emu.org>
2025-08-17 16:09:05 +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
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
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
Liam
a595e9e8a7 nvnflinger/gpu: implement layer stack composition 2024-01-31 11:27:21 -05:00
Liam
9bdf09bd76 renderer_vulkan: 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
2ed9586130 renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
Liam
60ee29aac3 renderer_opengl: split out FXAA 2024-01-31 11:27:20 -05:00
Liam
0c2e5b64c9 renderer_vulkan: split up blit screen resources into separate antialias and window adapt passes 2024-01-31 11:27:20 -05:00
Liam
9568b310be renderer_vulkan: isolate FXAA from blit screen 2024-01-31 11:27:20 -05:00