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Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent
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@@ -80,6 +80,11 @@ class command_stream
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void end_debug_utils_label();
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// the builds of acceleration structures (VK_KHR_acceleration_structure, gfx.raytracing), outside of a rendering
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void build_acceleration_structures(std::uint32_t Count, VkAccelerationStructureBuildGeometryInfoKHR const *Infos, VkAccelerationStructureBuildRangeInfoKHR const *const *Ranges);
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// a call of a library recording its own commands (the evaluation of dlss), outside of a rendering: Function gets the command
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// buffer of the replay and Data, which has to live until the replay is done. what it binds is left as it leaves it, so the
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// calls after it bind what they use again
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using external_function = void (*)(VkCommandBuffer Buffer, void *Data);
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void external(external_function Function, void *Data);
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// the stream is made anew
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void clear();
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