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Streamline SDK 2.1.1 Release
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.gitattributes

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*.png filter=lfs diff=lfs merge=lfs -text
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*.pdb filter=lfs diff=lfs merge=lfs -text
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*.pdf filter=lfs diff=lfs merge=lfs -text
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*.lib filter=lfs diff=lfs merge=lfs -text

.gitignore

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_sdk/
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_public/
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docs/pages/*
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external/*
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copy.bat
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mr.bat
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fb.bat

3rd-party-licenses.md

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---
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#### 9. slang
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---
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MIT License
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Copyright (c) 2016, Carnegie Mellon University and NVIDIA Corporation
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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---
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README.md

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# Streamline (SL) - Version 2.1.0
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# Streamline (SL) - Version 2.1.1
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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.
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#### (Optional) Compiling Shaders
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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.
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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.
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Slang may be found at https://github.com/shader-slang/slang
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xxd may be found at https://sourceforge.net/projects/xxd-for-windows/
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If you would like to recompile the shaders for the NIS plugin, you will need to have Python 3 installed and in the path.
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## SDK Packaging
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_artifacts/shaders/copy_cs.h

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_artifacts/shaders/copy_spv.h

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