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Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent
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@@ -33,6 +33,7 @@ http://mozilla.org/MPL/2.0/.
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#include "rendering/vulkan14/vulkan14particles.h"
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#include "rendering/vulkan14/vulkan14commands.h"
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#include "rendering/vulkan14/vulkan14raytracing.h"
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#include "rendering/vulkan14/vulkan14dlss.h"
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#include "utilities/workerpool.h"
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#include "model/material.h"
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#include "gl/ubo.h"
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@@ -119,6 +120,14 @@ struct viewport_targets
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std::shared_ptr<image> colour;
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std::shared_ptr<image> motion_image;
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std::shared_ptr<image> depth;
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// the size of the images after the upscaling of dlss (the window), the same as extent without it; dlss is on for the viewport
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VkExtent2D output_extent{0, 0};
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bool dlss{false};
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// dlss (gfx.antialiasing dlss): the velocities it takes (those of the sky made from the motion of the camera), the exposure of the
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// tonemapping in a texel, and its output, the size of the window (hdr, a storage image)
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std::shared_ptr<image> dlss_motion;
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std::shared_ptr<image> dlss_exposure;
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std::shared_ptr<image> dlss_output;
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// the colour after the motion blur (hdr)
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std::shared_ptr<image> blurred;
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// the temporal anti-aliasing (gfx.antialiasing taa, the main viewport): the two images of the history, written in turn (hdr, the
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@@ -459,6 +468,9 @@ struct vulkan14_renderer::context
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vk14::resources resources;
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vk14::imgui_backend imgui;
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vk14::scene_state scene;
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// dlss of the main viewport (gfx.antialiasing dlss), with the bias of the mipmaps of the textures of the scene it wants
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vk14::dlss dlss;
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float lod_bias{0.f};
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// the textures of the files; made after the objects above and gone before them
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std::unique_ptr<texture_bank> textures;
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// [0]: the main window, then the windows of the extra viewports
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