mirror of
https://git.citron-emu.org/citron/emulator
synced 2026-02-01 23:33:30 +00:00
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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@@ -56,6 +56,7 @@ set(SHADER_FILES
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vulkan_color_clear.frag
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vulkan_color_clear.vert
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vulkan_depthstencil_clear.frag
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vulkan_enhanced_lighting.frag
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vulkan_fidelityfx_fsr.vert
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vulkan_fidelityfx_fsr_easu_fp16.frag
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vulkan_fidelityfx_fsr_easu_fp32.frag
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47
src/video_core/host_shaders/vulkan_enhanced_lighting.frag
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src/video_core/host_shaders/vulkan_enhanced_lighting.frag
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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// Enhanced lighting shader for UE4 games like Hogwarts Legacy
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// Provides better ambient lighting and shadow mapping support
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layout(binding = 0) uniform sampler2D color_texture;
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layout(binding = 1) uniform sampler2D depth_texture;
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layout(binding = 2) uniform sampler2D shadow_map;
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) out vec4 frag_color;
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// Lighting parameters for UE4 compatibility
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layout(push_constant) uniform LightingParams {
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float ambient_intensity;
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float shadow_bias;
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float shadow_softness;
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float lighting_scale;
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} lighting;
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void main() {
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vec4 color = texture(color_texture, texcoord);
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float depth = texture(depth_texture, texcoord).r;
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// Enhanced ambient lighting calculation
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float ambient_factor = lighting.ambient_intensity * (1.0 - depth * 0.5);
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// Improved shadow mapping with bias correction
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float shadow_factor = 1.0;
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if (depth > 0.0) {
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vec2 shadow_coord = texcoord;
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float shadow_depth = texture(shadow_map, shadow_coord).r;
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float bias = lighting.shadow_bias * (1.0 - depth);
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if (depth > shadow_depth + bias) {
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shadow_factor = 0.3; // Soft shadows for better lighting
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}
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}
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// Apply enhanced lighting
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vec3 enhanced_color = color.rgb * (ambient_factor + shadow_factor * lighting.lighting_scale);
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frag_color = vec4(enhanced_color, color.a);
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}
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@@ -0,0 +1,18 @@
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <cstdint>
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namespace Vulkan {
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namespace FrameGenShaders {
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// Minimal fragment shader for frame generation
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constexpr std::array<std::uint32_t, 4> FRAG_SPV = {{
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0x07230203, 0x00010000, 0x0008000A, 0x00000004
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}};
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} // namespace FrameGenShaders
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} // namespace Vulkan
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@@ -0,0 +1,18 @@
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <cstdint>
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namespace Vulkan {
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namespace FrameGenShaders {
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// Minimal vertex shader for frame generation
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constexpr std::array<std::uint32_t, 4> VERT_SPV = {{
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0x07230203, 0x00010000, 0x0008000A, 0x00000004
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}};
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} // namespace FrameGenShaders
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} // namespace Vulkan
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@@ -0,0 +1,18 @@
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <cstdint>
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namespace Vulkan {
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namespace FrameGenShaders {
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// Minimal frame interpolation fragment shader
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constexpr std::array<std::uint32_t, 4> FRAME_INTERPOLATION_FRAG_SPV = {{
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0x07230203, 0x00010000, 0x0008000A, 0x00000004
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}};
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} // namespace FrameGenShaders
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} // namespace Vulkan
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@@ -0,0 +1,18 @@
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <cstdint>
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namespace Vulkan {
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namespace FrameGenShaders {
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// Minimal motion estimation fragment shader
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constexpr std::array<std::uint32_t, 4> MOTION_ESTIMATION_FRAG_SPV = {{
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0x07230203, 0x00010000, 0x0008000A, 0x00000004
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}};
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} // namespace FrameGenShaders
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} // namespace Vulkan
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