Adds PS5_MihawkGen (mihawk-99) as a second frame generation method alongside
LSFG. MihawkGen uses GLSL compute shaders and a 1.7MB neural network weights
file — no user-supplied DLL needed.
- Build: static library with volk for Vulkan dispatch, symbol rename
(-DvkGetInstanceProcAddr=mihawkgen_volk_gipa) to avoid collision with
RADV's linker-aliased function; GIPA passed through Config struct
- Settings: frame_gen_method selector (0=Lossless Scaling, 1=MihawkGen)
in both global Settings and per-game overrides; method selector skips
unavailable methods (missing DLL / missing weights)
- Services: mihawkgen_state() availability check (user dir then app dir)
- Renderer: vulkan_mihawkgen.inc inlined into present path by
prepare-vulkan-port.py, gated by MihawkGenBridge::active; LSFG gated
off when MihawkGen is active
- Packaging: network.fgw weights copied from sibling repo into package
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>