SGSR: credit CamilleLaVey in the feature's C++ entry point

The shader carried the attribution; the C++ side someone actually lands on
when reading the feature did not.
This commit is contained in:
jpolo1224
2026-08-24 16:30:11 -04:00
parent 742b7195af
commit d8350359bb
+7
View File
@@ -1684,6 +1684,13 @@ void GSDevice::FSR1Upscale(GSTexture*& tex, GSVector4i& src_rect, GSVector4& src
src_uv = GSVector4(0.0f, 0.0f, 1.0f, 1.0f);
}
// Qualcomm Snapdragon Game Super Resolution 1, "mobile" variant. A single compute pass, unlike
// FSR1's two, and written by Qualcomm for Adreno — which is why it is here at all.
//
// Feature suggested by CamilleLaVey, who authored the upstream refinements this is based on
// (eden-emu/eden PR #4293: wider sharpening range and explicit crop handling). The filter itself
// is Qualcomm's, BSD-3-Clause; see shaders/vulkan/sgsr.glsl for the notices and for what the
// fragment-to-compute conversion changed.
void GSDevice::SGSRUpscale(GSTexture*& tex, GSVector4i& src_rect, GSVector4& src_uv, const GSVector4& draw_rect)
{
FlushDeferredDraws();