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| author | cirakg <cirakg@cirakg.xyz> | 2026-11-03 21:58:24 +0100 |
|---|---|---|
| committer | cirakg <cirakg@cirakg.xyz> | 2026-11-03 21:58:24 +0100 |
| commit | cdfb1ae93444c0aa02dfe592af36d70ab36549fd (patch) | |
| tree | 2fa8d7062d907d5ab8d85d64c66be87ea4cdf0d1 /src/video_core/CMakeLists.txt | |
| parent | 51341ec09b25de1d9b01d0c00ee828dd5b861d5c (diff) | |
| parent | 4383b9787afbf6c63291bf803c8330afb4f21a16 (diff) | |
# Conflicts:
# .github/workflows/release-binaries.yml
Diffstat (limited to 'src/video_core/CMakeLists.txt')
| -rw-r--r-- | src/video_core/CMakeLists.txt | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt index d0e84c324c..e474d08fba 100644 --- a/src/video_core/CMakeLists.txt +++ b/src/video_core/CMakeLists.txt @@ -499,4 +499,22 @@ if (ANDROID AND ARCHITECTURE_arm64) target_link_libraries(video_core PRIVATE adrenotools) endif() +# NVIDIA DLSS through NVIDIA Streamline, in place of a game's DLSS (before FSR 3.1) when the +# setting is on. Only Streamline's MIT-licensed headers are compiled in and nothing of NVIDIA's is +# linked or copied: sl.interposer.dll and the DLSS plugins are loaded at run time from the user's PC. +set(EGLANTINE_STREAMLINE_SDK "" CACHE PATH "NVIDIA Streamline SDK directory (headers only)") +if (EGLANTINE_STREAMLINE_SDK AND WIN32) + target_sources(video_core PRIVATE + renderer_vulkan/vk_streamline_dlss.cpp + renderer_vulkan/vk_streamline_dlss.h + vulkan_common/streamline.cpp + vulkan_common/streamline.h + vulkan_common/streamline_api.h + ) + target_include_directories(video_core PRIVATE ${EGLANTINE_STREAMLINE_SDK}/include) + target_link_libraries(video_core PRIVATE version wintrust crypt32) + target_compile_definitions(video_core PUBLIC EGLANTINE_STREAMLINE) + message(STATUS "NVIDIA DLSS through Streamline: ${EGLANTINE_STREAMLINE_SDK}") +endif() + create_target_directory_groups(video_core) |
