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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

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@@ -80,6 +80,11 @@ class command_stream
void end_debug_utils_label();
// the builds of acceleration structures (VK_KHR_acceleration_structure, gfx.raytracing), outside of a rendering
void build_acceleration_structures(std::uint32_t Count, VkAccelerationStructureBuildGeometryInfoKHR const *Infos, VkAccelerationStructureBuildRangeInfoKHR const *const *Ranges);
// a call of a library recording its own commands (the evaluation of dlss), outside of a rendering: Function gets the command
// 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
// calls after it bind what they use again
using external_function = void (*)(VkCommandBuffer Buffer, void *Data);
void external(external_function Function, void *Data);
// the stream is made anew
void clear();