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authorcirakg <cirakg@cirakg.xyz>2026-11-03 21:58:24 +0100
committercirakg <cirakg@cirakg.xyz>2026-11-03 21:58:24 +0100
commitcdfb1ae93444c0aa02dfe592af36d70ab36549fd (patch)
tree2fa8d7062d907d5ab8d85d64c66be87ea4cdf0d1 /src/video_core/CMakeLists.txt
parent51341ec09b25de1d9b01d0c00ee828dd5b861d5c (diff)
parent4383b9787afbf6c63291bf803c8330afb4f21a16 (diff)
Merge upstream Djihads80/Eglantine nx2 into nx2HEADnx2
# Conflicts: # .github/workflows/release-binaries.yml
Diffstat (limited to 'src/video_core/CMakeLists.txt')
-rw-r--r--src/video_core/CMakeLists.txt18
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)