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ns-mako

Lossless Scaling frame generation, the MAKO Scaler and the LS1 upscaler, through MAKO's backend - as an optional module for the ns-dlss-wine live filter. License: GPL-3.0-or-later (MAKO is GPL-3.0-or-later; this module is built with it).

The module is a set of stand-alone programs that speak the filter's module protocol (docs/module-protocol.md in the filter's repository) - frames go through memory-mapped files, nothing is linked into the filter. That is what lets the filter itself stay MIT.

backend key kind program
mako frame generation (arbitrary interpolation positions, x2..x4) bin/mako_fg_host
mako_scaler upscaler (GLES 3.0 port of MAKO's spatial scaler) bin/mako_scale_host
ls1 upscaler (LS1 on Vulkan compute) bin/ls1_host

Requirements

  • The user's own Lossless Scaling (Steam) - Lossless.dll is read at run time from ~/.local/share/Steam/steamapps/common/Lossless Scaling/, or from $NS_LOSSLESS_DLL, or ~/.local/share/ns-dlss/user_files/Lossless.dll. Nothing derived from it is stored or shipped here.
  • To build: git, cmake, ninja, a C/C++ compiler, the Vulkan headers, libvkd3d-shader (Arch: vkd3d), EGL/GLES.

Install

git clone <this repository> ns-mako && cd ns-mako && ./build.sh      # clones MAKO at the pinned revision into third_party/ and builds bin/

then make the filter see it: put (or symlink) this folder into the filter's modules/ directory, or add its parent to NS_MODULES_PATH (or use the filter's tools/fetch_modules.sh). python3 app/modules.py in the filter lists what it found. The new backends appear in the settings panel.

Options (key=value arguments of the hosts; the filter passes them from its panel)

flow_scale (0.25-1.0, motion-estimation resolution, frame generation), performance (0/1), sharpness (0-1, upscalers), dll=PATH, gpu=NAME (Vulkan device name substring, default NVIDIA).

Licenses

This module: GPL-3.0-or-later (LICENSE). MAKO: GPL-3.0-or-later, copyright Eugenio Segala and contributors (cloned at build time, not copied here). src/mako_lib.c is a port of MAKO's spatial scaling shader (see MAKO-LICENSE-NOTE.txt). The Lossless Scaling files are the user's own.

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