Streamline
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Streamline Integration Framework
Hi :) I'm trying to integrate Streamline into our Vulkan rendering engine, and when calling EvaluateFeature(kFeatureNIS), I get a vulkan validation error (or just a device lost, if the validation...
Hi :) I tried to integrate Streamline in our Vulkan backend, and when I try to EvaluateFeature(kFeatureNIS), I get a VK_ERROR_OUT_OF_POOL_MEMORY error inside the Vulkan::processDescriptors function. From what I understand,...
https://github.com/NVIDIAGameWorks/Streamline/blob/7b94724d98ee6dccbf06def3ed89f18028647b35/include/sl_helpers.h#L52
When ResourcePool::allocate() reaches a limit (i.e. VRAM budget or maximum queue depth) it'll spin in a busy loop hoping another thread comes around and frees existing allocations via ResourcePool::recycle(). If...
When I Integrate DLSSG and Reflex and it show warnning like this: RSYNC: changing state when Pacer Context is nullptr. Please call updateRunningState() with eInit What does the warning mean?...
Hi :) I'm trying to integrate Streamline into our Vulkan renderer (currently only using NIS), and when shutting down the rendering engine, I get a lot of validation errors, saying...
I have been noticing weird timer resolution behavior in Special K's user logs for months now. I finally tracked it down to Streamline's timer code. It requires the following corrections:...
FWIW, I'm not entirely sure of the extent to which these are bugs or intentional behavior. I didn't see anything mentioned in the documentation. Each code block assumes `factory`, `commandQueue`,...
Hello, I guess you've missed const specifier for `uint32_t* frameIndex`. There's const in function declaration (down the file) and in implementation. https://github.com/NVIDIAGameWorks/Streamline/blob/7ac42e47c7dd55b5b6dd6176c0228048636541b2/include/sl.h#L660