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Streamline SDK 2.2.1 Release
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liam-middlebrook committed Oct 17, 2023
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31 changes: 18 additions & 13 deletions 3rd-party-licenses.md
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Expand Up @@ -30,26 +30,31 @@ OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#### 2. Nlohmann's JSON
* SWIPAT bug: https://nvbugs/3247318
* License url: https://github.com/nlohmann/json#license
* License url: https://github.com/nlohmann/json/blob/develop/LICENSE.MIT

---

The class is licensed under the MIT License:
MIT License

Copyright 2013-2021 Niels Lohmann
Copyright (c) 2013-2022 Niels Lohmann

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the �Software�), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED �AS IS�, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

The class contains the UTF-8 Decoder from Bjoern Hoehrmann which is licensed under the MIT License (see above). Copyright � 2008-2009 Bj�rn Hoehrmann [email protected]
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The class contains a slightly modified version of the Grisu2 algorithm from Florian Loitsch which is licensed under the MIT License (see above). Copyright � 2009 Florian Loitsch
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

The class contains a copy of Hedley from Evan Nemerson which is licensed as CC0-1.0.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

---

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7 changes: 5 additions & 2 deletions README.md
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# Streamline (SL) - Version 2.2.0
# Streamline (SL) - Version 2.2.1

Streamline is an open-sourced cross-IHV solution that simplifies integration of the latest NVIDIA and other independent hardware vendors’ super resolution technologies into applications and games. This framework allows developers to easily implement one single integration and enable multiple super-resolution technologies and other graphics effects supported by the hardware vendor.

Expand Down Expand Up @@ -83,7 +83,10 @@ The packaged SDK can be found in the generated `_sdk` folder.

## Debugging

Please read [Debugging.md](docs/Debugging.md) to learn how to debug and troubleshoot issues.
Streamline offers several ways to debug and troubleshoot issues. Please see the following pages for more information.
* Using SL ImGui: [Debugging - SL ImGUI (Realtime Data Inspection).md](docs/Debugging - SL ImGUI %28Realtime Data Inspection%29.md)
* Using JSON configuration files: [Debugging - JSON Configs (Plugin Configs).md](docs/Debugging - JSON Configs %28Plugin Configs%29.md)
* Using NRD's validation layer: [Debugging - NRD.md](docs/Debugging - NRD.md)

## General Programming Guide

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2 changes: 1 addition & 1 deletion build_all.bat
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Expand Up @@ -2,4 +2,4 @@ call build.bat -debug
call build.bat -release
call build.bat -production
call build.bat -profiling
call build.bat -relextdev
call build.bat -relextdev
36 changes: 36 additions & 0 deletions changelog.txt
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======== Release 2.2.1 Entries ========

* Added support for DLSS Frame Generation Dynamic Frame Generation.
See section 22.0 "Dynamic Frame Generation" in `ProgrammingGuideDLSS_G.md`
for more information.

* Added two new buffer types:
- `sl::kBufferTypeTransparencyLayer`
- `sl::kBufferTypeTransparencyLayerOpacity`
See section 4.1.10 "Transparency Overlay" in `ProgrammingGuideDLSS_RR.md`
for more information.

* Added new buffer type `sl::kBufferTypeBidirectionalDistortionField` for
post-processed distortion patterns applied to the backbuffer and
`sl::kBufferTypeUIColorAndAlpha`.
See section 5.0 "TAG ALL REQUIRED RESOURCES" in `ProgrammingGuideDLSS_G.md`
for more information.

* Added a new `sl::Constants` field `minRelativeLinearDepthObjectSeparation`
for describing the minimum depth difference between two objects in screen-space.

* Added a new structure `sl::PrecsisionInfo` for specifying floating-point
precision bias for a `sl::Resource`.
See section 2.8 "TAGGING RESOURCES" in `ProgrammingGuide.md` for more
information.

* Fixed a bug where `sl.interposer.dll` would crash if plugins were located
in paths containing wide characters.

* Fixed a bug where verbose logging would not include additional information for OTA Updates.

* Updated documentation for `sl::DLSSGMode::eOff` to match current behavior.
See section 5.0 "TURN DLSS-G ON/OFF/AUTO AND PROVIDE OTHER DLSS-G OPTIONS" in
`ProgrammingGuideDLSS_G.md` for more information.


======== Release 2.2.0 Entries ========

* Added support for multiple viewports to the sl.nis plugin.
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Expand Up @@ -34,4 +34,4 @@ where:
- Viewport 8 - number of accumulated frames for diffuse signal (red = `history reset`)
- Viewport 11 - number of accumulated frames for specular signal (red = `history reset`)
- Viewport 12 - input normalized `hitT` for diffuse signal (ambient occlusion, AO)
- Viewport 15 - input normalized `hitT` for specular signal (specular occlusion, SO)
- Viewport 15 - input normalized `hitT` for specular signal (specular occlusion, SO)
56 changes: 55 additions & 1 deletion docs/ProgrammingGuide.md
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Expand Up @@ -2,7 +2,7 @@
Streamline - SL
=======================

Version 2.2.0
Version 2.2.1
=======

1 SETTING UP
Expand Down Expand Up @@ -963,6 +963,60 @@ slSetTag(viewport, &depthTag, 1);
For the complete list of the required buffer tags for a given feature please call `slGetFeatureRequirements`.
### Resource extensions
Some resource extensions can be supplied to `ResourceTag` to pass extra information. Extensions can be supplied in 2 ways:
* **Member variable**: Member variable to the `ResourceTag`, with the appropriate struct version number
* **Chain extension**: As part of the `ResouceTag` chain, in its `next` pointer member variable
>**NOTE:**
Chain extensions should all come immediately after the tag they belong to.
#### Resource `Extent` (member variable, `kStructVersion1`)
When a resource is suballocated as part of a bigger resource, please properly populate the `Extent` member variable as part of the `ResourceTag`. The `Extent` should indicate the top-left corner of the subresource relative to the tagged resource, as well as the width and height of the subresource.
```cpp
// Example extent: resource that starts in the middle of the tagged resource, and is at 1/8th of the tagged resource's resolution.
// Illustration: The xxx represent the subresource that the extents define
// -----------------
// -----------------
// -----------------
// --------xxxx-----
// --------xxxx-----
// -----------------
// -----------------
Extent depthExtent{};
depthExtent.top = depthResourceHeight / 2;
depthExtent.left = depthResourceWidth / 2;
depthExtent.height = depthResourceHeight / 4;
depthExtent.width= depthResourceWidth / 4;
ResourceTag depthTag{};
depthTag.extent = depthExtent;
```
#### Resource `PrecisionInfo` (chain extension)
Some buffers (e.g., `kBufferTypeBidirectionalDistortionField`) can be supplied with a `PrecisionInfo` struct as an extension (`next` ptr) to the `ResourceTag`. This struct allows a plugin to internally convert the low-precision buffer data to a higher-precision format, for better image quality purposes.

Populating the `PrecisionInfo` accurately requires knowing the bounds the high-precision data, so that good `scale` and `bias` values are supplied.

```cpp
// These max and min values should be computed as part of a reduction phase, and should be used to convert
// the high-precision data to a low-precision format
// The conversion, using a linear transform, could look like the following:
// lowPrecisionData = (hiPrecisionData - bufferMinVal) / (bufferMaxVal - bufferMinVal)
float bufferMaxVal; // max value in the high-precision format
float bufferMinVal; // min value in the high-precision format

PrecisionInfo bufferPrecisionInfo{};
bufferPrecisionInfo.conversionFormula = PrecisionFormula::eLinearTransform;
bufferPrecisionInfo.bias = bufferMinVal;
bufferPrecisionInfo.scale = bufferMaxVal - bufferMinVal;

ResourceTag tag{};
tag.next = &bufferPrecisionInfo;
```

### 2.9 FRAME TRACKING

SL requires correct frame tracking since host application could be working on multiple frames at the same time and various SL inputs must be matched with the frame that is actually being presented. When the simulation phase for the new frame is starting in the host application the frame tracking handle for that specific frame should be obtained from the SL (this would be the exact same place where normally the `sl::ReflexMarker::eSimulationStart` would be placed, see [Reflex guide](./ProgrammingGuideReflex.md) for more details)).
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4 changes: 2 additions & 2 deletions docs/ProgrammingGuideDLSS.md
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Expand Up @@ -5,7 +5,7 @@ Streamline - DLSS
>The focus of this guide is on using Streamline to integrate DLSS into an application. For more information about DLSS itself, please visit the [NVIDIA Developer DLSS Page](https://developer.nvidia.com/rtx/dlss)
>For information on user interface considerations when using the DLSS plugin, please see the "RTX UI Developer Guidelines.pdf" document included in the DLSS SDK.
Version 2.2.0
Version 2.2.1
=======

### 1.0 INITIALIZE AND SHUTDOWN
Expand Down Expand Up @@ -319,4 +319,4 @@ If the DLSS output does not look right please check the following:
* If your motion vectors are in normalized -1,1 space then scaling factors `sl::Constants::mvecScale` should be {1, 1}
* Make sure that jitter offset values are in pixel space
* `NVSDK_NGX_Parameter_FreeMemOnRelease` is replaced with `slFreeResources`
* `NVSDK_NGX_DLSS_Feature_Flags_MVLowRes` is handled automatically based on tagged motion vector buffer's size and extent.
* `NVSDK_NGX_DLSS_Feature_Flags_MVLowRes` is handled automatically based on tagged motion vector buffer's size and extent.
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