Commit 1bb17a9
Initial DLSS implementation (#19864)
# Objective
- Closes #8420
## Solution
- Initial implementation of DLSS upscaling, via
https://github.com/bevyengine/dlss_wgpu.
- Future PRs will work more on transparency, exposure, working with
custom viewports, fixing inevitable resolution override bugs, etc.
- DLSS framegen is not planned, but ray-reconstruction is for solari.
- FSR3/4, XeSS2, and MetalFX temporal upscaling should be easy to add
now if a future contributor wants to. In the future we could have an
auto-temporal AA component that handles DLSS/FSR/XeSS/MetalFX/TAA
fallbacks automatically.
## Testing
- Did you test these changes? If so, how?
- Run the anti_aliasing example
- Are there any parts that need more testing?
- Different types of scene content and rendering effects to make sure
they work with DLSS/upscaling
- Reviewing dlss_wgpu code
---
## Showcase

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Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>1 parent 3d89327 commit 1bb17a9
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16 files changed
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lines changed- crates
- bevy_anti_aliasing
- src
- dlss
- bevy_core_pipeline/src/core_3d
- bevy_internal
- src
- bevy_render/src/renderer
- bevy_solari/src/realtime
- docs
- examples
- 3d
- release-content/release-notes
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