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Diffstat (limited to 'src/video_core/vulkan_common/streamline.h')
| -rw-r--r-- | src/video_core/vulkan_common/streamline.h | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/src/video_core/vulkan_common/streamline.h b/src/video_core/vulkan_common/streamline.h new file mode 100644 index 0000000000..47e55f7150 --- /dev/null +++ b/src/video_core/vulkan_common/streamline.h @@ -0,0 +1,63 @@ +// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project +// SPDX-License-Identifier: GPL-3.0-or-later + +// NVIDIA DLSS through NVIDIA Streamline. Only Streamline's MIT-licensed +// headers are built in: NVIDIA's DLLs are loaded at run time from the user's PC, and none ship +// with the emulator. + +#pragma once + +#include <filesystem> +#include <string> +#include <vector> + +#include "common/common_types.h" +#include "video_core/vulkan_common/vulkan_wrapper.h" + +namespace Vulkan::Streamline { + +/// NVIDIA's files DLSS needs, as found on this PC. Paths are empty when missing. +struct DlssFiles { + std::filesystem::path folder; ///< Where the loader is, or where it should go + std::filesystem::path interposer; ///< sl.interposer.dll (Streamline's loader) + std::filesystem::path model; ///< nvngx_dlss.dll next to the loader + std::filesystem::path app_model; ///< Newest DLSS the NVIDIA app downloaded + std::string interposer_version; + std::string model_version; + std::string app_model_version; +}; + +[[nodiscard]] DlssFiles FindDlssFiles(); + +/// The user folder's "streamline" folder. +[[nodiscard]] std::filesystem::path UserFolder(); + +/// Streamline's own modules carry a second, Streamline-only signature. +[[nodiscard]] bool IsStreamlineModule(const std::filesystem::path& path); + +/// A valid Authenticode signature from NVIDIA Corporation (DLSS models). +[[nodiscard]] bool IsSignedByNvidia(const std::filesystem::path& path); + +/// When the NVIDIA DLSS setting is on, loads the user's sl.interposer.dll (checking NVIDIA's +/// signature) and starts Streamline for DLSS. Call before creating the renderer's instance. +bool Start(); + +/// Whether Streamline is running and waiting for the renderer's device. +[[nodiscard]] bool WantsDevice(); + +/// Instance and device extensions DLSS asks for (empty when Streamline isn't running). +[[nodiscard]] std::vector<std::string> InstanceExtensions(); +[[nodiscard]] std::vector<std::string> DeviceExtensions(); + +/// Hands the renderer's device to Streamline and routes the swapchain calls through it, as +/// Streamline's manual hooking needs. Stops Streamline and returns false when DLSS can't run. +bool AttachDevice(VkInstance instance, VkPhysicalDevice physical, VkDevice device, + u32 graphics_family, vk::DeviceDispatch& dld); + +/// Whether DLSS can run on the attached device. +[[nodiscard]] bool IsDlssAvailable(); + +/// Shuts Streamline down; call before the device is destroyed. +void Stop(); + +} // namespace Vulkan::Streamline |
