eden/src/video_core/renderer_vulkan/present
lizzie b66adfe04c
[vulkan] add native cubic filtering (#88)
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/88

This implements the use of VK_FILTER_CUBIC_EXT as a replacement for the software-based bicubic window adapting filter, used primarily for texture sampling in upscaled or downscaled surfaces such as UI, transparency effects, and screen-space elements in Unreal Engine 4 titles.

The Vulkan cubic filter is now conditionally enabled if the following are satisfied:

The device supports VK_EXT_filter_cubic

The format used supports VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_EXT

This change improves visual quality while reducing GPU workload by offloading cubic filtering to the driver instead of running custom sampling code in shaders. On supported hardware (e.g. desktop GPUs or high-end Adreno/AMD devices), it results in smoother transitions, improved transparency sampling, and better fidelity with lower shader complexity.

Fallback to the original software bicubic logic remains in place for devices lacking the extension or format capability.

Tested on several UE4 titles and confirmed to preserve or enhance visual output, especially in alpha-blended and UI-heavy scenes.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-07-22 20:49:00 +02:00
..
anti_alias_pass.h renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
filters.cpp [vulkan] add native cubic filtering (#88) 2025-07-22 20:49:00 +02:00
filters.h renderer: add area sampling scaling method (#201) 2025-06-21 13:35:04 +00:00
fsr.cpp renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
fsr.h renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
fxaa.cpp renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
fxaa.h renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
layer.cpp [VK] Rework SPIRV Shader Optimization (#238) 2025-07-03 01:13:33 +00:00
layer.h gpu: dependency-inject scaling/antialiasing filter state for capture layers 2024-02-09 09:20:53 -05:00
present_push_constants.h renderer_vulkan: implement layer stack composition 2024-01-31 11:27:21 -05:00
smaa.cpp renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
smaa.h renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
util.cpp [vulkan] add native cubic filtering (#88) 2025-07-22 20:49:00 +02:00
util.h [vulkan] add native cubic filtering (#88) 2025-07-22 20:49:00 +02:00
window_adapt_pass.cpp nvnflinger/gpu: implement blending 2024-02-09 09:20:53 -05:00
window_adapt_pass.h nvnflinger/gpu: implement blending 2024-02-09 09:20:53 -05:00