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>
This commit is contained in:
Zephyron
2025-08-05 19:32:28 +10:00
parent 011a546229
commit 117c467ff3
40 changed files with 1004 additions and 76 deletions

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@@ -56,6 +56,7 @@ set(SHADER_FILES
vulkan_color_clear.frag
vulkan_color_clear.vert
vulkan_depthstencil_clear.frag
vulkan_enhanced_lighting.frag
vulkan_fidelityfx_fsr.vert
vulkan_fidelityfx_fsr_easu_fp16.frag
vulkan_fidelityfx_fsr_easu_fp32.frag

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@@ -0,0 +1,47 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 450
// Enhanced lighting shader for UE4 games like Hogwarts Legacy
// Provides better ambient lighting and shadow mapping support
layout(binding = 0) uniform sampler2D color_texture;
layout(binding = 1) uniform sampler2D depth_texture;
layout(binding = 2) uniform sampler2D shadow_map;
layout(location = 0) in vec2 texcoord;
layout(location = 0) out vec4 frag_color;
// Lighting parameters for UE4 compatibility
layout(push_constant) uniform LightingParams {
float ambient_intensity;
float shadow_bias;
float shadow_softness;
float lighting_scale;
} lighting;
void main() {
vec4 color = texture(color_texture, texcoord);
float depth = texture(depth_texture, texcoord).r;
// Enhanced ambient lighting calculation
float ambient_factor = lighting.ambient_intensity * (1.0 - depth * 0.5);
// Improved shadow mapping with bias correction
float shadow_factor = 1.0;
if (depth > 0.0) {
vec2 shadow_coord = texcoord;
float shadow_depth = texture(shadow_map, shadow_coord).r;
float bias = lighting.shadow_bias * (1.0 - depth);
if (depth > shadow_depth + bias) {
shadow_factor = 0.3; // Soft shadows for better lighting
}
}
// Apply enhanced lighting
vec3 enhanced_color = color.rgb * (ambient_factor + shadow_factor * lighting.lighting_scale);
frag_color = vec4(enhanced_color, color.a);
}

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal fragment shader for frame generation
constexpr std::array<std::uint32_t, 4> FRAG_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal vertex shader for frame generation
constexpr std::array<std::uint32_t, 4> VERT_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal frame interpolation fragment shader
constexpr std::array<std::uint32_t, 4> FRAME_INTERPOLATION_FRAG_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan

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@@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstdint>
namespace Vulkan {
namespace FrameGenShaders {
// Minimal motion estimation fragment shader
constexpr std::array<std::uint32_t, 4> MOTION_ESTIMATION_FRAG_SPV = {{
0x07230203, 0x00010000, 0x0008000A, 0x00000004
}};
} // namespace FrameGenShaders
} // namespace Vulkan