Docs
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//! NVIDIA Deep Learning Super Sampling.
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//!
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//! See https://github.com/JMS55/dlss_wgpu for licensing requirements and setup instructions.
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//!
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//! # Usage
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//! 1. Enable Bevy's `dlss` feature
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//! 2. During app setup, insert the `DlssProjectId` resource before `DefaultPlugins`
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//! 3. Check for the presence of `Option<Res<DlssSupported>>` at runtime to see if DLSS is supported on the current machine
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//! 4. Add the `Dlss` component to your camera entity, optionally setting a specific `DlssPerfQualityMode` (defaults to `Auto`)
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//! 5. Optionally add sharpening via `ContrastAdaptiveSharpening`
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//! 6. Custom rendering code, including third party crates, should account for the optional `MainPassResolutionOverride` to work with DLSS (see the `custom_render_phase` example)
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mod extract;
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mod node;
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mod prepare;
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@ -80,6 +92,7 @@ impl Plugin for DlssPlugin {
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}
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}
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/// Camera component to enable DLSS.
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#[derive(Component, Reflect, Clone, Default)]
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#[reflect(Component, Default)]
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#[require(TemporalJitter, MipBias, DepthPrepass, MotionVectorPrepass, Hdr)]
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@ -673,10 +673,15 @@ pub fn get_mali_driver_version(adapter: &RenderAdapter) -> Option<u32> {
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None
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}
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/// Application-specific ID for DLSS.
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///
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/// See the DLSS programming guide for more info.
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#[cfg(feature = "dlss")]
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#[derive(Resource)]
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pub struct DlssProjectId(pub bevy_asset::uuid::Uuid);
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/// When DLSS is supported by the current system, this resource will exist in the main world.
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/// Otherwise this resource will be absent.
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#[cfg(feature = "dlss")]
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#[derive(Resource, Clone, Copy)]
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pub struct DlssSupported;
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