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lsfg-vk-v3.1
Version 3.1 of Lossless Scaling Frame Generation
This is a subproject of lsfg-vk and contains the external Vulkan logic for generating frames.
The project is intentionally structured as a fully external project, such that it can be integrated into other applications.
Interface
Interfacing with lsfg-vk-v3.1 is done via lsfg.hpp header. The internal Vulkan instance is created using LSFG_3_1::initialize() and requires a specific deviceUUID, as well as parts of the lsfg-vk configuration, including a function loading SPIR-V shaders by name. Cleanup is done via LSFG_3_1::finalize() after which LSFG_3_1::initialize() may be called again. Please note that the initialization process is expensive and may take a while. It is recommended to call this function once during the applications lifetime.
Once the format and extent of the requested images is determined, LSFG_3_1::createContext() should be called to initialize a frame generation context. The Vulkan images are created from backing memory, which is passed through the file descriptor arguments. A context can be destroyed using LSFG_3_1::deleteContext().
Presenting the context can be done via LSFG_3_1::presentContext(). Before calling the function a second time, make sure the outgoing semaphores have been signaled.
