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Bannerlator 1.9.2

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@github-actions github-actions released this 27 Jun 17:17
· 3422 commits to main since this release

Bannerlator

Bannerlator 1.9.2

Run Windows apps and games on Android — no PC and no root required.

This release brings a full graphics-enhancement suite to the default Vulkan renderer. Previously the Vulkan path had only basic sampler scaling and no post-processing — every screen effect was limited to the OpenGL renderer. Now the Vulkan compositor gets real spatial upscaling (SGSR + FSR1, both new) and the full screen-effect chain (CAS, fake-HDR, FXAA, Toon, Color, CRT, NTSC).

Credit where due: FSR1-on-the-Vulkan-compositor was pioneered by GameNative (the blueprint we built on), and SGSR appears on the Vulkan path of other Pluvia-based forks too. What Bannerlator adds is bringing both spatial upscalers — SGSR and FSR1 — together on the default path, alongside the effect chain.

✨ What's New

🖼️ Vulkan upscalers (new) — live in the in-game drawer

Pick a Scaling mode live from the in-game drawer; it engages whenever a game renders below your screen resolution:

  • SGSR — Snapdragon Game Super Resolution 1.0 (single-pass, edge-adaptive)
  • FSR / FSR-Fit — AMD FidelityFX Super Resolution 1.0 (EASU + RCAS), fill or aspect-preserving
  • Sharpen — RCAS-only sharpening at native resolution
  • plus Linear / Nearest and an adjustable Sharpness slider

🔍 Supersampling (new) — set before launch

  • Render scale (Off / 1.25× / 1.5× / 2×) — a container / per-game shortcut setting (chosen before launch, since it changes the render resolution). The game renders above your screen resolution and the Vulkan compositor downsamples it with a Lanczos-2 filter — DSR / OGSSAA-style supersampling anti-aliasing. This is the opposite direction to the upscalers above.

🎨 Vulkan post-processing effects (new) — live in the in-game drawer

Composable toggles and sliders in the in-game drawer, layered on top of any scaling mode:

  • CAS — AMD Contrast-Adaptive Sharpening, with a sharpness slider
  • Fake HDR — bloom + tone boost
  • FXAA, Toon, CRT, NTSC
  • Color grading — brightness / contrast / gamma

⚙️ Behaviour

  • Native Rendering and the post-processing presets are now mutually exclusive — enabling a preset turns Native off (Native does a direct scanout that bypasses the compositor), and enabling Native resets the presets, so the drawer never shows controls that silently do nothing.
  • Linear is now the default scaling mode.

🐛 Fixes

  • On-screen controls opacity: at low Overlay Opacity the filled "key" buttons (MRB / BKSP / SPACE / ENTER) kept a solid blue background while everything else faded out — the drop-shadow glow ignored the opacity setting. Fixed: the shadow now tracks opacity, so 0% truly hides every control.
  • Fixed an invisible black-on-black "Native Rendering" toast.

📥 Downloads

Variant File
Standard Bannerlator-1.9.2-standard.apk
PUBG Bannerlator-1.9.2-pubg.apk
Ludashi Bannerlator-1.9.2-ludashi.apk

🙏 Credits — graphics enhancements

The new Vulkan upscalers and effects port or reimplement the open-source work below. All sources are GPL-3.0-compatible, and the upstream license headers are kept inline in each shader at app/src/main/cpp/winlator/*.frag.

Feature Source Author License
SGSR upscaler snapdragon-gsr — sgsr/v1/.../sgsr1_shader_mobile.frag Qualcomm / Snapdragon Game Studios BSD-3-Clause
FSR EASU + RCAS, Sharpen FidelityFX-FSR — ffx-fsr/ffx_fsr1.h AMD GPUOpen MIT
CAS sharpening FidelityFX-CAS AMD GPUOpen MIT
FSR-Fit + compositor present-slot blueprint GameNative utkarshdalal & GameNative GPL-3.0 — approach reimplemented, not copied
Fake HDR · FXAA · Toon · CRT · NTSC · Color Bannerlator's existing OpenGL GLES2 effect set (inherited from the upstream Winlator-Ludashi renderer), ported to the Vulkan post chain — —
  • SGSR (BSD-3) and FSR / CAS (MIT) shader code is bundled with the full upstream license headers retained.
  • The GameNative integration shape — FSR running in the compositor's present slot, plus the FSR-Fit aspect mode — was reimplemented from its approach, not copied verbatim (GameNative is GPL-3.0).

General project credits (Winlator / Box64 / Wine / DXVK / Turnip / etc.) are in the README.


Changelog (commits since 1.9.1)
Commit Title
84b6bc1 release: bump to 1.9.2 (versionCode 31)
1d9439e fix(controls): fade GameHub button drop-shadow with overlay opacity
1c9c576 fix(vulkan): black-box native toast + default scaling mode to Linear
3ed78bb feat(vulkan): mutually exclude Native Rendering and post-pass presets
77c6b76 fix(vulkan): scaling modes dropped the screen-effect chain
5dfcdbf feat(vulkan): Phase 2 — port 5 GL screen effects to the Vulkan post chain
4fecbc6 feat(vulkan): composable CAS + fake-HDR post effects + real upscaler sharpness
0655d61 fix(vulkan): enable Sharpen mode 6 + drop duplicate container filter-mode dropdown
c3cbe49 feat(vulkan): sharpen-only mode + supersampling (render scale) downscale
28ab22d feat(drawer): show only the active renderer's graphics controls
5f5a4a0 feat(vulkan): SGSR + FSR1 spatial upscaler on the Vulkan compositor