lsfg-vk/lsfg-vk-v3.1p
2025-07-12 20:15:49 +02:00
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include don't override the previous shaders.. 2025-07-12 20:15:49 +02:00
public performance mode base 2025-07-12 18:37:44 +02:00
src don't override the previous shaders.. 2025-07-12 20:15:49 +02:00
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CMakeLists.txt performance mode base 2025-07-12 18:37:44 +02:00
LICENSE.md performance mode base 2025-07-12 18:37:44 +02:00
README.md performance mode base 2025-07-12 18:37:44 +02:00

lsfg-vk-v3.1p

Version 3.1 (Performance Mode) 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-v3.1p is done via lsfg.hpp header. The internal Vulkan instance is created using LSFG_3_1P::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_1P::finalize() after which LSFG_3_1P::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_1P::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_1P::deleteContext().

Presenting the context can be done via LSFG_3_1P::presentContext(). Before calling the function a second time, make sure the outgoing semaphores have been signaled.