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Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent

This commit is contained in:
2026-10-25 19:35:33 +01:00
parent 71a6628a4a
commit 1841e6d7b0
27 changed files with 1487 additions and 56 deletions

View File

@@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/.
#pragma once
#include <algorithm>
#include <cstdint>
#include <glm/glm.hpp>
@@ -39,6 +40,12 @@ class temporal_aa
{
m_previous.valid = false;
}
// the offsets go round Phases frames (at least 1); 8 for the temporal anti-aliasing, more when dlss upscales (8 for each pixel
// of the window)
void set_phases(std::uint32_t const Phases)
{
m_phases = std::max<std::uint32_t>(Phases, 1);
}
// the frame has a history: the last frame was drawn the same way
bool history_valid() const
{
@@ -83,6 +90,7 @@ class temporal_aa
frame m_previous;
std::uint32_t m_phase{0};
std::uint32_t m_phases{8};
glm::vec2 m_jitter{0.f};
glm::mat4 m_worldfuture{1.f};
glm::mat4 m_cabfuture{1.f};