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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.
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@@ -1684,6 +1684,13 @@ void GSDevice::FSR1Upscale(GSTexture*& tex, GSVector4i& src_rect, GSVector4& src
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src_uv = GSVector4(0.0f, 0.0f, 1.0f, 1.0f);
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}
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// Qualcomm Snapdragon Game Super Resolution 1, "mobile" variant. A single compute pass, unlike
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// FSR1's two, and written by Qualcomm for Adreno — which is why it is here at all.
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//
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// Feature suggested by CamilleLaVey, who authored the upstream refinements this is based on
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// (eden-emu/eden PR #4293: wider sharpening range and explicit crop handling). The filter itself
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// is Qualcomm's, BSD-3-Clause; see shaders/vulkan/sgsr.glsl for the notices and for what the
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// fragment-to-compute conversion changed.
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void GSDevice::SGSRUpscale(GSTexture*& tex, GSVector4i& src_rect, GSVector4& src_uv, const GSVector4& draw_rect)
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{
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FlushDeferredDraws();
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