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authorDuck <350528965+Duck912@users.noreply.github.com>2026-11-03 15:44:36 -0500
committerGitHub <noreply@github.com>2026-11-03 15:44:36 -0500
commit05e3b9d8b08414d3163cde36de61514cb4aa2400 (patch)
tree499efe72b68afd9e1741e5c1331adce7b6ee8ecc /src/video_core/renderer_vulkan/renderer_vulkan.h
parentf347ae083af5595083a5706ff857462ed8c11596 (diff)
parent1889602c7a0dc17850692594eae2e77e16ac13fc (diff)
Merge pull request #434 from Duck912/streamline-dlss
video_core: NVIDIA DLSS through NVIDIA Streamline in place of a game's DLSS
Diffstat (limited to 'src/video_core/renderer_vulkan/renderer_vulkan.h')
-rw-r--r--src/video_core/renderer_vulkan/renderer_vulkan.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.h b/src/video_core/renderer_vulkan/renderer_vulkan.h
index 87422dd935..67587cde37 100644
--- a/src/video_core/renderer_vulkan/renderer_vulkan.h
+++ b/src/video_core/renderer_vulkan/renderer_vulkan.h
@@ -83,6 +83,9 @@ private:
std::shared_ptr<Common::DynamicLibrary> library;
vk::InstanceDispatch dld;
+#ifdef EGLANTINE_STREAMLINE
+ bool streamline_started; ///< NVIDIA Streamline starts before the instance.
+#endif
// Keep original handles for compatibility with existing code
vk::Instance instance;