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.
This repo contains the SDK for integrating Streamline into your application.
For a high level overview, see the NVIDIA Developer Streamline page
IMPORTANT: For important changes and bug fixes included in the current release, please see the Release Notes
As of SL 2.0.0, it is now possible to recompile all of SL from source, with the exception of the DLSS-G plugin. The DLSS-G plugin is provided as prebuilt DLLs only. We also provide prebuilt DLLs (signed) for all other plugins that have source. Most application developers will never need to rebuild SL themselves, especially for shipping; all of the pieces needed to develop, debug and ship an application that integrates SL and its features are provided in the pre-existing directories bin/
, include/
, and lib/
. Compiling from source is purely optional and likely of interest to a subset of SL application developers. For developers wishing to build SL from source, see the following sections.
- GPU supporting DirectX 11 and Vulkan 1.2 or higher
- Win10 20H1 (version 2004 - 10.0.19041) or newer
- Install latest graphics driver (if using NVIDIA GPU it MUST be 512.15 or newer)
- Install VS Code or VS2017/VS2019 with SDK 10.0.19041+
- Install "git".
- Clone your fork to a local hard drive, make sure to use a NTFS drive on Windows (SL uses symbolic links)
As mentioned in the lead section of this document, SL now ships with most of its source code available, which allows developers who wish to build most of SL from source to do so locally. The sole exception is the DLSS-G plugin, which is only available procompiled.
IMPORTANT: Only use
production
builds when releasing your software. Also, use either the original NVIDIA-signed SL DLLs or implement your own signing system (and check for that signature in SL), otherwise SL plugins could be replaced with potentially malicious modules.
All of SL's projects and build information (and those of all SL based apps) are controlled through a single platform independent build script called premake5.lua
. This is located in the root of the SL tree and uses the premake
project creation toolchain. Any new projects or changes to existing projects must be listed in this file. For most projects, all source and header files found within a project's directory will be automatically added to that project.
To configure a new SL tree to build, there is a script called setup.bat
. Note that on Windows this must be run from either a Windows command prompt window or a PowerShell window.
Running the setup.bat
script will cause two things to be done:
- Use the NVIDIA tool
packman
to pull all build dependencies to the local machine and cache them in a shared directory. Links are created fromexternal
in the SL tree to this shared cache for external build dependencies. - Run
premake
to generate the project build files in_project\vs2017
(for Windows)
To build the project, simply open _project\vs2017\streamline.sln
in Visual Studio, select the desired build configuration and build, or else use the provided build script:
./build.bat
with -{debug|release|production}
(debug
is default) or use VS IDE and load solution from the _project
directory
The default setting is to target x86_64 CPU architecture.
NOTE: To build the project minimal configuration is needed. Any version of Windows 10 will do. Then run the setup and build scripts as described here above. That's it. The specific version of Windows, NVIDIA driver, or Vulkan are all runtime dependencies, not compile/link time dependencies. This allows SL to build on stock virtual machines that require zero configuration. This is a beautiful thing, help us keep it that way.
Do not edit the MSVC project files (or Makefiles on other platforms) directly! Always modify the premake5.lua
described above.
When changing an existing project's settings or contents (ie: adding a new source file, changing a compiler setting, linking to a new library, etc), it is necessary to run setup.bat
again for those changes to take effect and MSVC project files and or solution will need to be reloaded in the IDE.
NVIDIA does not recommend making changes to the headers in include
, as these can affect the API itself and can make developer-built components incompatible with NVIDIA-supplied components.
Once the project is built for a configuration, the built, unsigned DLLs may be found in _artifacts\sl.*\<Config>\
. These DLLs can be copied as desired into the bin\x64
directory, or packaged for use in the application itself.
Obviously, sl.dlss_g.dll
cannot be built from source and thus the prebuilt copy must be used.
Most users will not need to compile shaders as they are provided pre-compiled. If you need to compile HLSL shaders for your own plugin, you will need to place slang in the .\external\slang_internal folder and xxd in the .\tools folder. Then any *.hlsl files in the .\shaders folder will be compiled at build time. Without these tools in place, the precompiled versions of the shaders in _artifacts\shaders\
will be used, even if the source shaders are edited.
Additionally, if you would like to recompile the shaders for the NIS plugin, you will need to have Python 3 installed and in the path.
- Execute
./package.bat
with-{debug|release|production}
(production
is default)
The packaged SDK can be found in the generated _sdk
folder.
Please read Debugging.md to learn how to debug and troubleshoot issues.
Please read ProgrammingGuide.md to learn about the integration in games.
Please read ProgrammingGuideManualHooking.md to learn about advanced SL integration in games.
A sample Streamline plugin source code is located here
A sample application using Streamline may be found in this git repo