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update buildscript and docs
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3 changed files with 17 additions and 11 deletions
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@ -53,4 +53,7 @@ target_compile_options(lsfg-vk PRIVATE
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-Wno-cast-function-type-strict
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)
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install(FILES "${CMAKE_BINARY_DIR}/liblsfg-vk.so" DESTINATION lib)
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install(FILES "${CMAKE_BINARY_DIR}/liblsfg-vk.so"
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DESTINATION lib)
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install(FILES "${CMAKE_SOURCE_DIR}/VkLayer_LS_frame_generation.json"
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DESTINATION share/vulkan/explicit_layer.d)
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21
README.md
21
README.md
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@ -1,11 +1,13 @@
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# lsfg-vk
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This project brings [Lossless Scaling's Frame Generation](https://store.steampowered.com/app/993090/Lossless_Scaling/) to Linux!
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## How does it work?
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LSFG is primarily written in DirectX 11 compute shaders, which means we can use DXVK to translate it into SPIR-V. The surrounding parts have been rewritten in plain Vulkan code in order to make LSFG run natively on Linux.
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By specifying an `LD_PRELOAD`, lsfg-vk can place itself inbetween your game and Vulkan. That way it can fetch frames from the game and insert its own frames without any problems. (Beware of anticheats please!)
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>[!NOTE]
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> 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)
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## Building, Installing and Running
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>[!CAUTION]
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> The build instructions have recently changed. Please review them.
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In order to compile LSFG, make sure you have the following components installed on your system:
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- Traditional build tools (+ sed, git)
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- Clang compiler (this project does NOT compile easily with GCC)
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@ -18,25 +20,26 @@ Compiling lsfg-vk is relatively straight forward, as everything is neatly integr
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```bash
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$ cmake -B build -G Ninja \
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-DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_INSTALL_PREFIX=$PWD/release \
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-DCMAKE_INSTALL_PREFIX=~/.local \
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-DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON \
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-DCMAKE_CXX_CLANG_TIDY=""
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$ cmake --build build
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$ cmake --install build
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```
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(Make sure you change `$PWD/release` to the path you'd like to install this project to)
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This will install lsfg-vk to ~/.local/lib and ~/.local/share/vulkan.
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Next, you'll need to download Lossless Scaling from Steam. Switch to the `legacy_2.13` branch or download the corresponding depot.
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Copy or note down the path of "Lossless.dll" from the game files.
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Finally, let's actually start a program with frame generation enabled. I'm going to be using `vkcube` for this example:
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```bash
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LD_PRELOAD="/home/pancake/.lsfg-vk/liblsfg-vk.so" LSFG_DLL_PATH="/home/pancake/games/Lossless Scaling/Lossless.dll" LSFG_MULTIPLIER=4 vkcube
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VK_INSTANCE_LAYERS="VK_LAYER_LS_frame_generation" LSFG_DLL_PATH="/home/pancake/games/Lossless Scaling/Lossless.dll" LSFG_MULTIPLIER=4 vkcube
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```
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Make sure you adjust the paths. Let's examine each one:
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- `LD_PRELOAD`: This is how you let the loader know that you want to load lsfg-vk before anything else. This HAS to be either an ABSOLUTE path, or a path starting with `./` to make it relative. Specify `liblsfg-vk.so` here.
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- `LSFG_DLL_PATH`: Here you specify the Lossless.dll you downloaded from Steam. This is either an absolute path, or a relative path from where you are running the app.
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- `LVK_INSTANCE_LAYERS`: Specify `VK_LAYER_LS_frame_generation` here. This forces any Vulkan app to load the lsfg-vk layer.
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- `LSFG_DLL_PATH`: Here you specify the Lossless.dll you downloaded from Steam. lsfg-vk will extract and translate the shaders from here.
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- `LSFG_MULTIPLIER`: This is the multiplier you should be familiar with. Specify `2` for doubling the framerate, etc.
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- `VK_LAYER_PATH`: If you did not install to `~/.local` or `/usr`, you have to specify the `explicit_layer.d` folder here.
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>[!WARNING]
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> 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.
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@ -4,7 +4,7 @@
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"name": "VK_LAYER_LS_frame_generation",
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"type": "GLOBAL",
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"api_version": "1.4.313",
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"library_path": "./build/liblsfg-vk.so",
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"library_path": "../../../lib/liblsfg-vk.so",
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"implementation_version": "1",
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"description": "Lossless Scaling frame generation layer",
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"functions": {
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