switching to an implicit layer

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PancakeTAS 2025-07-06 17:23:00 +02:00
parent 48c773574a
commit 2fbdacc9fa
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7 changed files with 11 additions and 77 deletions

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@ -60,4 +60,4 @@ target_compile_options(lsfg-vk PRIVATE
install(FILES "${CMAKE_BINARY_DIR}/liblsfg-vk.so"
DESTINATION lib)
install(FILES "${CMAKE_SOURCE_DIR}/VkLayer_LS_frame_generation.json"
DESTINATION share/vulkan/explicit_layer.d)
DESTINATION share/vulkan/implicit_layer.d)

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@ -1,45 +1,7 @@
# lsfg-vk
This project brings [Lossless Scaling's Frame Generation](https://store.steampowered.com/app/993090/Lossless_Scaling/) to Linux!
>[!NOTE]
> This is a work-in-progress. While frame generation has worked in a few games, there's still a long way to go. Please review the wiki for support (the wiki is not written yet)
## Building, Installing and Running
>[!CAUTION]
> The build instructions have recently changed. Please review them.
> This is a work-in-progress. While frame generation has worked in quite a few games, there's still a long way to go.
In order to compile LSFG, make sure you have the following components installed on your system:
- Traditional build tools (+ sed, git)
- Clang compiler (this project does NOT compile easily with GCC)
- Vulkan header files
- CMake build system
- Meson build system (for DXVK)
- Ninja build system (backend for CMake)
Compiling lsfg-vk is relatively straight forward, as everything is neatly integrated into CMake:
```bash
$ cmake -B build -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=~/.local \
-DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON \
-DCMAKE_CXX_CLANG_TIDY=""
$ cmake --build build
$ cmake --install build
```
This will install lsfg-vk to ~/.local/lib and ~/.local/share/vulkan.
Next, you'll need to download Lossless Scaling from Steam. Switch to the `legacy_2.13` branch or download the corresponding depot.
Copy or note down the path of "Lossless.dll" from the game files.
Finally, let's actually start a program with frame generation enabled. I'm going to be using `vkcube` for this example:
```bash
VK_INSTANCE_LAYERS="VK_LAYER_LS_frame_generation" LSFG_DLL_PATH="/home/pancake/games/Lossless Scaling/Lossless.dll" LSFG_MULTIPLIER=4 vkcube
```
Make sure you adjust the paths. Let's examine each one:
- `LVK_INSTANCE_LAYERS`: Specify `VK_LAYER_LS_frame_generation` here. This forces any Vulkan app to load the lsfg-vk layer.
- `LSFG_DLL_PATH`: Here you specify the Lossless.dll you downloaded from Steam. lsfg-vk will extract and translate the shaders from here.
- `LSFG_MULTIPLIER`: This is the multiplier you should be familiar with. Specify `2` for doubling the framerate, etc.
- `VK_LAYER_PATH`: If you did not install to `~/.local` or `/usr`, you have to specify the `explicit_layer.d` folder here.
>[!WARNING]
> Unlike on Windows, LSFG_MULTIPLIER is heavily limited here (at the moment!). If your hardware can create 8 swapchain images, then setting LSFG_MULTIPLIER to 4 occupies 4 of those, leaving only 4 to the game. If the game requested 5 or more, it will crash.
Please see the [Wiki](https://github.com/PancakeTAS/lsfg-vk/wiki) for install instructions

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@ -10,6 +10,12 @@
"functions": {
"vkGetInstanceProcAddr": "layer_vkGetInstanceProcAddr",
"vkGetDeviceProcAddr": "layer_vkGetDeviceProcAddr"
},
"enable_environment": {
"ENABLE_LSFG": "1"
},
"disable_environment": {
"DISABLE_LSFG": "1"
}
}
}

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@ -58,16 +58,6 @@ namespace Utils {
VkPipelineStageFlags pre, VkPipelineStageFlags post,
bool makeSrcPresentable, bool makeDstPresentable);
///
/// Store the current layer environment.
///
void storeLayerEnv();
///
/// Restore the layer environment to the previously stored value.
///
void restoreLayerEnv();
}
#endif // UTILS_HPP

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@ -3,11 +3,10 @@
#include "utils/log.hpp"
#include "utils/utils.hpp"
#include <cstdlib>
#include <lsfg.hpp>
#include <cstdlib>
#include <vector>
#include <vulkan/vulkan_core.h>
LsContext::LsContext(const Hooks::DeviceInfo& info, VkSwapchainKHR swapchain,
VkExtent2D extent, const std::vector<VkImage>& swapchainImages)
@ -51,9 +50,7 @@ LsContext::LsContext(const Hooks::DeviceInfo& info, VkSwapchainKHR swapchain,
setenv("LSFG_DEVICE_UUID", std::to_string(deviceUUID).c_str(), 1);
Log::debug("context", "(entering LSFG initialization)");
Utils::storeLayerEnv();
LSFG::initialize();
Utils::restoreLayerEnv();
Log::debug("context", "(exiting LSFG initialization)");
Log::debug("context", "(entering LSFG context creation)");

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@ -77,6 +77,7 @@ namespace {
const VkAllocationCallbacks* pAllocator,
VkInstance* pInstance) {
Log::debug("layer", "Initializing lsfg-vk instance layer...");
setenv("DISABLE_LSFG", "1", 1); // mustn't load further
// find layer creation info
auto* layerDesc = const_cast<VkLayerInstanceCreateInfo*>(

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@ -161,25 +161,3 @@ void Utils::copyImage(VkCommandBuffer buf,
1, &presentBarrier);
}
}
namespace {
std::optional<std::string> layersEnvironment;
}
// TODO: more environment variables? what about explicit disable?
void Utils::storeLayerEnv() {
const char* env = std::getenv("VK_INSTANCE_LAYERS");
if (env)
layersEnvironment = env;
else
layersEnvironment.reset();
unsetenv("VK_INSTANCE_LAYERS");
}
void Utils::restoreLayerEnv() {
if (layersEnvironment.has_value())
setenv("VK_INSTANCE_LAYERS", layersEnvironment->c_str(), 1);
else
unsetenv("VK_INSTANCE_LAYERS");
}