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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/renderer_vulkan/vk_streamline_dlss.cpp
parent51341ec09b25de1d9b01d0c00ee828dd5b861d5c (diff)
parent4383b9787afbf6c63291bf803c8330afb4f21a16 (diff)
Merge upstream Djihads80/Eglantine nx2 into nx2HEADnx2
# Conflicts: # .github/workflows/release-binaries.yml
Diffstat (limited to 'src/video_core/renderer_vulkan/vk_streamline_dlss.cpp')
-rw-r--r--src/video_core/renderer_vulkan/vk_streamline_dlss.cpp425
1 files changed, 425 insertions, 0 deletions
diff --git a/src/video_core/renderer_vulkan/vk_streamline_dlss.cpp b/src/video_core/renderer_vulkan/vk_streamline_dlss.cpp
new file mode 100644
index 0000000000..4fa9e240c4
--- /dev/null
+++ b/src/video_core/renderer_vulkan/vk_streamline_dlss.cpp
@@ -0,0 +1,425 @@
+// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// NVIDIA DLSS (through NVIDIA Streamline) in place of a game's DLSS evaluation.
+
+#include <array>
+#include <cstdlib>
+#include <string_view>
+
+#include "common/logging.h"
+#include "video_core/renderer_vulkan/vk_scheduler.h"
+#include "video_core/renderer_vulkan/vk_streamline_dlss.h"
+#include "video_core/vulkan_common/streamline.h"
+#include "video_core/vulkan_common/streamline_api.h"
+#include "video_core/vulkan_common/vulkan_device.h"
+#include "video_core/vulkan_common/vulkan_memory_allocator.h"
+
+namespace Vulkan {
+namespace {
+
+constexpr VkFormat OUTPUT_FORMAT = VK_FORMAT_R16G16B16A16_SFLOAT;
+// Streamline clears the output before DLSS writes it.
+constexpr VkImageUsageFlags OUTPUT_USAGE = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT |
+ VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
+ VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+
+int EnvInt(const char* name, int fallback) {
+ const char* const value = std::getenv(name);
+ return value ? std::atoi(value) : fallback;
+}
+
+// DLSS validates the render size against the mode's range: pick the mode for this ratio.
+sl::DLSSMode ModeFor(VkExtent2D render, VkExtent2D upscale) {
+ const f32 ratio = static_cast<f32>(render.width) / static_cast<f32>(upscale.width);
+ if (ratio >= 0.99f) {
+ return sl::DLSSMode::eDLAA;
+ }
+ if (ratio >= 0.65f) {
+ return sl::DLSSMode::eMaxQuality;
+ }
+ if (ratio >= 0.57f) {
+ return sl::DLSSMode::eBalanced;
+ }
+ if (ratio >= 0.49f) {
+ return sl::DLSSMode::eMaxPerformance;
+ }
+ return sl::DLSSMode::eUltraPerformance;
+}
+
+// Preset K for every mode: NVIDIA's defaults for Performance/Ultra Performance (M, L) draw thin
+// horizontal lines in Fire Emblem at 2x resolution scale. EDEN_NX2_DLSS_PRESET=J|K|L|M picks
+// another model, EDEN_NX2_DLSS_PRESET=default leaves the choice to NVIDIA.
+sl::DLSSPreset Preset() {
+ const char* const value = std::getenv("EDEN_NX2_DLSS_PRESET");
+ if (value && value[0] >= 'J' && value[0] <= 'M') {
+ return static_cast<sl::DLSSPreset>(static_cast<u32>(sl::DLSSPreset::ePresetJ) +
+ static_cast<u32>(value[0] - 'J'));
+ }
+ if (value && std::string_view{value} == "default") {
+ return sl::DLSSPreset::eDefault;
+ }
+ return sl::DLSSPreset::ePresetK;
+}
+
+sl::float4x4 Identity() {
+ sl::float4x4 matrix;
+ matrix.setRow(0, {1.0f, 0.0f, 0.0f, 0.0f});
+ matrix.setRow(1, {0.0f, 1.0f, 0.0f, 0.0f});
+ matrix.setRow(2, {0.0f, 0.0f, 1.0f, 0.0f});
+ matrix.setRow(3, {0.0f, 0.0f, 0.0f, 1.0f});
+ return matrix;
+}
+
+VkImageMemoryBarrier Barrier(const StreamlineDlssUpscaler::Image& image, VkAccessFlags src_access,
+ VkAccessFlags dst_access, VkImageLayout old_layout,
+ VkImageLayout new_layout) {
+ VkImageSubresourceRange range = image.range;
+ range.aspectMask = image.barrier_aspect;
+ return VkImageMemoryBarrier{
+ .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
+ .pNext = nullptr,
+ .srcAccessMask = src_access,
+ .dstAccessMask = dst_access,
+ .oldLayout = old_layout,
+ .newLayout = new_layout,
+ .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
+ .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
+ .image = image.image,
+ .subresourceRange = range,
+ };
+}
+
+sl::Resource Resource(VkImage image, VkImageView view, VkFormat format, VkImageLayout layout,
+ VkExtent2D size, VkImageUsageFlags usage) {
+ sl::Resource resource{sl::ResourceType::eTex2d, image, nullptr, view,
+ static_cast<uint32_t>(layout)};
+ resource.width = size.width;
+ resource.height = size.height;
+ resource.nativeFormat = static_cast<uint32_t>(format);
+ resource.mipLevels = 1;
+ resource.arrayLayers = 1;
+ resource.flags = 0;
+ resource.usage = usage;
+ return resource;
+}
+
+} // Anonymous namespace
+
+StreamlineDlssUpscaler::StreamlineDlssUpscaler(const Device& device_, Scheduler& scheduler_,
+ MemoryAllocator& memory_allocator_)
+ : device{device_}, scheduler{scheduler_}, memory_allocator{memory_allocator_} {
+ if (!Streamline::IsDlssAvailable()) {
+ throw vk::Exception(VK_ERROR_FEATURE_NOT_PRESENT);
+ }
+ const sl::Result result = Streamline::GetApi().get_feature_function(
+ sl::kFeatureDLSS, "slDLSSSetOptions", set_options);
+ if (result != sl::Result::eOk || !set_options) {
+ LOG_ERROR(Render_Vulkan, "Streamline's DLSS has no slDLSSSetOptions (result {})",
+ static_cast<int>(result));
+ throw vk::Exception(VK_ERROR_FEATURE_NOT_PRESENT);
+ }
+ point_sampler = device.GetLogical().CreateSampler(VkSamplerCreateInfo{
+ .sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
+ .pNext = nullptr,
+ .flags = 0,
+ .magFilter = VK_FILTER_NEAREST,
+ .minFilter = VK_FILTER_NEAREST,
+ .mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST,
+ .addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
+ .addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
+ .addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
+ .mipLodBias = 0.0f,
+ .anisotropyEnable = VK_FALSE,
+ .maxAnisotropy = 1.0f,
+ .compareEnable = VK_FALSE,
+ .compareOp = VK_COMPARE_OP_NEVER,
+ .minLod = 0.0f,
+ .maxLod = VK_LOD_CLAMP_NONE,
+ .borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK,
+ .unnormalizedCoordinates = VK_FALSE,
+ });
+}
+
+StreamlineDlssUpscaler::~StreamlineDlssUpscaler() {
+ // Not scheduler.Finish(): this runs when the renderer goes away, after the game's channels are
+ // released, and a submit would touch their state. Nothing more gets recorded by then.
+ void(device.GetLogical().WaitIdle());
+ if (Streamline::IsDlssAvailable()) {
+ Streamline::GetApi().free_resources(sl::kFeatureDLSS, sl::ViewportHandle{0u});
+ }
+}
+
+void StreamlineDlssUpscaler::CreateOutput(VkExtent2D upscale_size) {
+ if (output_image) {
+ scheduler.Finish(); // the old output may still be in use
+ }
+ output_image = memory_allocator.CreateImage(VkImageCreateInfo{
+ .sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
+ .pNext = nullptr,
+ .flags = 0,
+ .imageType = VK_IMAGE_TYPE_2D,
+ .format = OUTPUT_FORMAT,
+ .extent = {upscale_size.width, upscale_size.height, 1},
+ .mipLevels = 1,
+ .arrayLayers = 1,
+ .samples = VK_SAMPLE_COUNT_1_BIT,
+ .tiling = VK_IMAGE_TILING_OPTIMAL,
+ .usage = OUTPUT_USAGE,
+ .sharingMode = VK_SHARING_MODE_EXCLUSIVE,
+ .queueFamilyIndexCount = 0,
+ .pQueueFamilyIndices = nullptr,
+ .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
+ });
+ output_view = device.GetLogical().CreateImageView(VkImageViewCreateInfo{
+ .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
+ .pNext = nullptr,
+ .flags = 0,
+ .image = *output_image,
+ .viewType = VK_IMAGE_VIEW_TYPE_2D,
+ .format = OUTPUT_FORMAT,
+ .components{},
+ .subresourceRange{
+ .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
+ .baseMipLevel = 0,
+ .levelCount = 1,
+ .baseArrayLayer = 0,
+ .layerCount = 1,
+ },
+ });
+ scheduler.RequestOutsideRenderPassOperationContext();
+ scheduler.Record([image = *output_image](vk::CommandBuffer cmdbuf) {
+ cmdbuf.PipelineBarrier(VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
+ VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0,
+ VkImageMemoryBarrier{
+ .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
+ .pNext = nullptr,
+ .srcAccessMask = 0,
+ .dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
+ .oldLayout = VK_IMAGE_LAYOUT_UNDEFINED,
+ .newLayout = VK_IMAGE_LAYOUT_GENERAL,
+ .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
+ .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
+ .image = image,
+ .subresourceRange{
+ .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
+ .baseMipLevel = 0,
+ .levelCount = 1,
+ .baseArrayLayer = 0,
+ .layerCount = 1,
+ },
+ });
+ });
+}
+
+bool StreamlineDlssUpscaler::Upscale(const Inputs& in) {
+ if (failed) {
+ return false;
+ }
+ bool reset = in.reset;
+ bool options_changed = false;
+ if (!output_image || in.render_size.width != render_extent.width ||
+ in.render_size.height != render_extent.height ||
+ in.upscale_size.width != upscale_extent.width ||
+ in.upscale_size.height != upscale_extent.height) {
+ CreateOutput(in.upscale_size);
+ render_extent = in.render_size;
+ upscale_extent = in.upscale_size;
+ options_changed = true;
+ reset = true;
+ }
+
+ // The game's own setup (Fortune's Weave: render-size motion vectors, reversed depth). Its
+ // colour is linear and goes above 1 with no exposure passed, so by default DLSS gets the HDR
+ // path with its own auto exposure. EDEN_NX2_DLSS_HDR=0 / EDEN_NX2_DLSS_AUTO_EXPOSURE=0 turn
+ // those off.
+ sl::DLSSOptions options{};
+ options.mode = ModeFor(in.render_size, in.upscale_size);
+ options.outputWidth = in.upscale_size.width;
+ options.outputHeight = in.upscale_size.height;
+ options.colorBuffersHDR = EnvInt("EDEN_NX2_DLSS_HDR", 1) != 0 ? sl::eTrue : sl::eFalse;
+ options.useAutoExposure =
+ EnvInt("EDEN_NX2_DLSS_AUTO_EXPOSURE", 1) != 0 ? sl::eTrue : sl::eFalse;
+ const sl::DLSSPreset preset = Preset();
+ options.dlaaPreset = preset;
+ options.qualityPreset = preset;
+ options.balancedPreset = preset;
+ options.performancePreset = preset;
+ options.ultraPerformancePreset = preset;
+ options.ultraQualityPreset = preset;
+ if (options_changed) {
+ LOG_INFO(Render_Vulkan, "NVIDIA DLSS (Streamline): {}x{} -> {}x{}, mode {}, preset {}",
+ in.render_size.width, in.render_size.height, in.upscale_size.width,
+ in.upscale_size.height, static_cast<int>(options.mode),
+ static_cast<int>(preset));
+ }
+
+ scheduler.RequestOutsideRenderPassOperationContext();
+ scheduler.Record([this, in, reset, options, options_changed, index = frame_index++,
+ output_image_handle = *output_image,
+ output_view_handle = *output_view](vk::CommandBuffer cmdbuf) {
+ const Streamline::Api& api = Streamline::GetApi();
+ const sl::ViewportHandle viewport{0u};
+ // The caller draws the output this frame even when DLSS writes nothing to it: clear it
+ // then, rather than show undefined contents (FSR 3.1 takes over from the next frame).
+ const auto clear_output = [&] {
+ const VkImageSubresourceRange range{
+ .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
+ .baseMipLevel = 0,
+ .levelCount = 1,
+ .baseArrayLayer = 0,
+ .layerCount = 1,
+ };
+ const auto barrier = [&](VkAccessFlags src_access, VkAccessFlags dst_access) {
+ return VkImageMemoryBarrier{
+ .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
+ .pNext = nullptr,
+ .srcAccessMask = src_access,
+ .dstAccessMask = dst_access,
+ .oldLayout = VK_IMAGE_LAYOUT_GENERAL,
+ .newLayout = VK_IMAGE_LAYOUT_GENERAL,
+ .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
+ .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
+ .image = output_image_handle,
+ .subresourceRange = range,
+ };
+ };
+ cmdbuf.PipelineBarrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
+ VK_PIPELINE_STAGE_TRANSFER_BIT, 0,
+ barrier(VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
+ VK_ACCESS_TRANSFER_WRITE_BIT));
+ cmdbuf.ClearColorImage(output_image_handle, VK_IMAGE_LAYOUT_GENERAL,
+ VkClearColorValue{}, range);
+ cmdbuf.PipelineBarrier(
+ VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0,
+ barrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT));
+ };
+ if (options_changed) {
+ const auto set = reinterpret_cast<PFun_slDLSSSetOptions*>(set_options);
+ if (const sl::Result result = set(viewport, options); result != sl::Result::eOk) {
+ if (!failed.exchange(true)) {
+ LOG_ERROR(Render_Vulkan,
+ "Streamline rejected the DLSS options (result {}); using FSR 3.1",
+ static_cast<int>(result));
+ }
+ clear_output();
+ return;
+ }
+ }
+ sl::FrameToken* frame{};
+ if (const sl::Result result = api.get_new_frame_token(frame, &index);
+ result != sl::Result::eOk || !frame) {
+ if (!failed.exchange(true)) {
+ LOG_ERROR(Render_Vulkan, "Streamline gave no frame token (result {}); using FSR 3.1",
+ static_cast<int>(result));
+ }
+ clear_output();
+ return;
+ }
+
+ constexpr VkAccessFlags WRITES =
+ VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
+ VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT;
+ // The inputs come from the game's draws and dispatches and stay in GENERAL otherwise;
+ // DLSS reads them as sampled images.
+ const std::array to_read{
+ Barrier(in.color, WRITES, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
+ Barrier(in.depth, WRITES, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
+ Barrier(in.motion_vectors, WRITES, VK_ACCESS_SHADER_READ_BIT,
+ VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
+ };
+ cmdbuf.PipelineBarrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
+ VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, {}, {}, to_read);
+
+ // DLSS super resolution only reads the jitter, motion and depth conventions; the camera
+ // fields are for frame generation, which this doesn't use.
+ const f32 rw = static_cast<f32>(in.render_size.width);
+ const f32 rh = static_cast<f32>(in.render_size.height);
+ sl::Constants constants{};
+ constants.cameraViewToClip = Identity();
+ constants.clipToCameraView = Identity();
+ constants.clipToLensClip = Identity();
+ constants.clipToPrevClip = Identity();
+ constants.prevClipToClip = Identity();
+ constants.jitterOffset = {in.jitter[0], in.jitter[1]};
+ // Streamline wants motion in [-1,1] screen units; ours turns into render pixels.
+ constants.mvecScale = {in.motion_vector_scale[0] / rw, in.motion_vector_scale[1] / rh};
+ constants.cameraPinholeOffset = {0.0f, 0.0f};
+ constants.cameraPos = {0.0f, 0.0f, 0.0f};
+ constants.cameraUp = {0.0f, 1.0f, 0.0f};
+ constants.cameraRight = {1.0f, 0.0f, 0.0f};
+ constants.cameraFwd = {0.0f, 0.0f, 1.0f};
+ constants.cameraNear = 0.1f;
+ constants.cameraFar = 1000.0f;
+ constants.cameraFOV = 1.0f;
+ constants.cameraAspectRatio = rw / rh;
+ constants.depthInverted = sl::eTrue;
+ constants.cameraMotionIncluded = sl::eTrue;
+ constants.motionVectors3D = sl::eFalse;
+ constants.reset = reset ? sl::eTrue : sl::eFalse;
+ constants.motionVectorsJittered = sl::eFalse;
+ api.set_constants(constants, *frame, viewport);
+
+ sl::Resource color = Resource(in.color.image, in.color.view, in.color.format,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, in.render_size,
+ VK_IMAGE_USAGE_SAMPLED_BIT);
+ sl::Resource depth = Resource(in.depth.image, in.depth.view, in.depth.format,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, in.render_size,
+ VK_IMAGE_USAGE_SAMPLED_BIT);
+ sl::Resource motion = Resource(in.motion_vectors.image, in.motion_vectors.view,
+ in.motion_vectors.format,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, in.render_size,
+ VK_IMAGE_USAGE_SAMPLED_BIT);
+ sl::Resource output = Resource(output_image_handle, output_view_handle, OUTPUT_FORMAT,
+ VK_IMAGE_LAYOUT_GENERAL, in.upscale_size, OUTPUT_USAGE);
+ const sl::Extent render_area{0, 0, in.render_size.width, in.render_size.height};
+ const sl::Extent output_area{0, 0, in.upscale_size.width, in.upscale_size.height};
+ // Local tags: everything stays put until the evaluation is recorded.
+ sl::ResourceTag color_tag{&color, sl::kBufferTypeScalingInputColor,
+ sl::ResourceLifecycle::eValidUntilEvaluate, &render_area};
+ sl::ResourceTag depth_tag{&depth, sl::kBufferTypeDepth,
+ sl::ResourceLifecycle::eValidUntilEvaluate, &render_area};
+ sl::ResourceTag motion_tag{&motion, sl::kBufferTypeMotionVectors,
+ sl::ResourceLifecycle::eValidUntilEvaluate, &render_area};
+ sl::ResourceTag output_tag{&output, sl::kBufferTypeScalingOutputColor,
+ sl::ResourceLifecycle::eValidUntilEvaluate, &output_area};
+ const sl::BaseStructure* inputs[] = {&viewport, &color_tag, &depth_tag, &motion_tag,
+ &output_tag};
+ const sl::Result result =
+ api.evaluate_feature(sl::kFeatureDLSS, *frame, inputs, std::size(inputs),
+ reinterpret_cast<sl::CommandBuffer*>(*cmdbuf));
+ if (result != sl::Result::eOk && !failed.exchange(true)) {
+ LOG_ERROR(Render_Vulkan, "NVIDIA DLSS evaluation failed (Streamline result {}); "
+ "using FSR 3.1 from now on",
+ static_cast<int>(result));
+ }
+
+ const std::array to_general{
+ Barrier(in.color, VK_ACCESS_SHADER_READ_BIT, 0,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL),
+ Barrier(in.depth, VK_ACCESS_SHADER_READ_BIT, 0,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL),
+ Barrier(in.motion_vectors, VK_ACCESS_SHADER_READ_BIT, 0,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL),
+ };
+ const VkMemoryBarrier output_written{
+ .sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
+ .pNext = nullptr,
+ .srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
+ .dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
+ };
+ cmdbuf.PipelineBarrier(VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
+ VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, output_written, {},
+ to_general);
+ if (result != sl::Result::eOk) {
+ clear_output();
+ }
+ });
+ // DLSS binds its own pipelines and descriptors on the command buffer.
+ scheduler.InvalidateState();
+ return true;
+}
+
+} // namespace Vulkan