A wrapper for using DLSS with wgpu when targeting Vulkan.
| dlss_wgpu | dlss | wgpu |
|---|---|---|
| v1.0 | v310.3.0 | v25 |
The DLSS SDK cannot be redistributed by this crate. You will need to download the SDK as follows:
- Ensure you comply with the DLSS SDK license located at https://github.com/NVIDIA/DLSS/blob/v310.3.0/LICENSE.txt
- Clone the NVIDIA DLSS Super Resolution SDK v310.3.0 from https://github.com/NVIDIA/DLSS/tree/v310.3.0
- Set the environment variable
DLSS_SDK = /path/to/DLSS
- Install the DLSS SDK
- Install the Vulkan SDK https://vulkan.lunarg.com/sdk/home and set the
VULKAN_SDKenvironment variable - Install clang https://rust-lang.github.io/rust-bindgen/requirements.html#clang
Once your app is compiled, you do not need to distribute the entire DLSS SDK, or set the DLSS_SDK environment variable. You only need to distribute the DLSS DLL and license text as follows:
- On Windows, copy
$DLSS_SDK/lib/Windows_x86_64/rel/nvngx_dlss.dllto the same directory as your app - On Linux, copy
$DLSS_SDK/lib/Linux_x86_64/rel/libnvidia-ngx-dlss.so.310.3.0to the same directory as your app - Include the full copyright and license blurb texts from section
9.5of$DLSS_SDK/doc/DLSS_Programming_Guide_Release.pdfwith your app
When dlss_wgpu is compiled with the debug_overlay cargo feature, and the DLSS_SDK environment variable is set, the development version of the DLSS DLL will be linked.
The development version of the DLSS SDK comes with an in-app overlay to help debug usage of DLSS. See section 8.2 of $DLSS_SDK/doc/DLSS_Programming_Guide_Release.pdf for details.