lsfg-vk/framegen
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.old2 chore(cleanup): progress on shader registry 2025-09-11 20:49:46 +02:00
include refactor: remaining pools 2025-09-28 23:24:51 +02:00
src refactor: remaining pools 2025-09-28 23:24:51 +02:00
.clang-tidy speed-up compilation a bit 2025-07-18 17:26:08 +02:00
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CMakeLists.txt refactor: vkd struct & buffer pool 2025-09-28 23:18:17 +02:00
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lsfg-vk-framegen

Lossless Scaling Frame Generation

This is a subproject of lsfg-vk and contains the dedicated 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-framegen is done via lsfg_x_x.hpp header. The internal Vulkan instance is created using LSFG_X_X::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_X_X::finalize() after which LSFG_X_X::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_X_X::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_X_X::deleteContext().

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