Files
Mrsuss60 116e1c2951 Add optional DLSS Super Resolution to the Vulkan upscaler path, selectable as upscaler=dlss in bbport.ini, the in-game overlay, and launcher.
EXPERIMENTAL: real DLSS rendering and live preset switching.

- New MSVC-built bbport_dlss.dll bridge (gpu/dlss_bridge, MIT); the port
  loads it with a plain C ABI and carries no NVIDIA headers.
- NVIDIA NGX SDK headers and link library (nvsdk_ngx_s.lib, static CRT)
  vendored under the NVIDIA RTX SDK license; nvngx_dlss.dll is loaded from
  user/dlss/ or out/ and is not committed.
- Same temporal inputs as FSR 3.1 (colour, depth, motion, jitter, reset)
  plus frame time and sharpness; preset=0 maps to DLAA.
- dlss_preset=0|10|11 adds the J/K render-preset hint; overlay row shown
  only while DLSS is selected.
- Graceful fallback to FSR 3.1 for missing bridge/runtime, BB_DLSS=0,
  non-RTX GPUs, and NGX failures.
- Create the NGX feature before the pass is recorded and release it only
  after scheduler.Finish(); the previous path freed state that an
  unsubmitted command buffer still referenced and was the likely cause of
  the 0xC0000005 crashes on RTX cards when changing presets live.
  Removes Scheduler::WaitSubmittedWork().
- build.bat builds the bridge with MSVC via vswhere; all other targets
  stay MinGW-w64. BB_DLSS_BRIDGE=0 skips the step.
2026-10-22 22:47:26 +00:00
..
2026-10-03 09:43:07 +03:00