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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/texture_cache/texture_cache.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/texture_cache/texture_cache.h')
-rw-r--r--src/video_core/texture_cache/texture_cache.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/video_core/texture_cache/texture_cache.h b/src/video_core/texture_cache/texture_cache.h
index ea82ab02e7..a34c591aca 100644
--- a/src/video_core/texture_cache/texture_cache.h
+++ b/src/video_core/texture_cache/texture_cache.h
@@ -1124,8 +1124,8 @@ bool TextureCache<P>::TemporalUpscale(const Tegra::Engines::Fermi2D::Surface& ds
has_deleted_images = false;
const ImageId motion_id =
FindOrInsertImage(motion_info, motion_vectors.Address(), RelaxedOptions{});
- // The depth only feeds FSR 3.1 (looked up only when FSR can run); without it the stand-in
- // runs.
+ // The depth only feeds NVIDIA DLSS and FSR 3.1 (looked up only when they can run); without
+ // it the stand-in runs.
ImageId depth_id{};
if (depth && motion_id && runtime.WantsTemporalUpscaleDepth()) {
depth_id = FindOrInsertImage(ImageInfo(*depth), depth->Address(), RelaxedOptions{});