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Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent
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@@ -74,6 +74,13 @@ bool opengl46_renderer::Init(GLFWwindow *Window)
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if (!Init_caps())
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return false;
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if (Global.gfx_antialiasing == global_settings::antialiasing_mode::dlss)
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{
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// dlss is of the vulkan renderer only: the temporal anti-aliasing of this one instead
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WriteLog("gfx.antialiasing dlss isn't available with opengl, using taa");
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Global.gfx_antialiasing = global_settings::antialiasing_mode::taa;
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}
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WriteLog("preparing renderer..");
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m_window = Window;
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@@ -6744,12 +6751,15 @@ bool opengl46_renderer::Init_caps()
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WriteLog("using multisampling x" + std::to_string(1 << Global.iMultisampling));
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}
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if (Global.gfx_framebuffer_width == -1)
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Global.gfx_framebuffer_width = Global.fb_size.x;
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if (Global.gfx_framebuffer_height == -1)
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Global.gfx_framebuffer_height = Global.fb_size.y;
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// the image of the main window: a part of the window (gfx.buffer.percent), stretched to it
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if ((Global.gfx_framebuffer_width == -1) || (Global.gfx_framebuffer_height == -1))
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{
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auto const size{Global.gfx_buffer_size()};
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Global.gfx_framebuffer_width = size.x;
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Global.gfx_framebuffer_height = size.y;
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}
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WriteLog("main window size: " + std::to_string(Global.gfx_framebuffer_width) + "x" + std::to_string(Global.gfx_framebuffer_height));
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WriteLog("main window size: " + std::to_string(Global.fb_size.x) + "x" + std::to_string(Global.fb_size.y) + ", drawn at " + std::to_string(Global.gfx_framebuffer_width) + "x" + std::to_string(Global.gfx_framebuffer_height));
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return true;
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}
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