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Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent
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@@ -35,7 +35,8 @@ struct samplers
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// the device filters the depth format, the border the farthest depth (0)
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VkSampler depth{VK_NULL_HANDLE};
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bool create(device const &Device, float Anisotropy, std::string &Reason);
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// LodBias: the bias of the mipmaps of the textures of the scene (the anisotropic ones), for dlss
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bool create(device const &Device, float Anisotropy, std::string &Reason, float LodBias = 0.f);
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void destroy(VkDevice Device);
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};
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