Repository navigation
AMD FSR3.1 - FSR 4.1 - DLSS5 NR #1335
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Closed
+108,762
−305
Closed
Changes from all commits
Commits
Show all changes
146 commits
Select commit
Hold shift + click to select a range
1025c29
docs: plan upscaling and frame generation around the game's own TAAU
decoder37 d9566a1
feat: name each network binding's role in the upscaler input contract
decoder37 1a036c8
feat: route the game's upscale dispatch through one backend seam
decoder37 492bcd0
fix: read the upscaler contract in descriptor order, not from draw_sa…
decoder37 37afa2e
feat: compile AMD's FSR 3.1 upscaler passes from the FidelityFX SDK
decoder37 8f2fda3
feat: census the render target sets, to settle whether a G-buffer exists
decoder37 ced7485
Merge remote-tracking branch 'upstream/main' into feat/fsr-vendor
decoder37 7042b33
docs: the render target census ran, and the count alone does not sett…
decoder37 6b51433
feat: create FSR 3.1's pipelines and internal images
decoder37 8769c80
feat: record FSR 3.1's nine dispatches
decoder37 853cfe3
fix: the game's network takes one texture, so it is not a temporal up…
decoder37 52bfca2
docs: the camera's field layout, read out of sead's projection update
decoder37 8bd7c8d
feat: publish Ocarina's camera, and make a backend reachable without …
decoder37 29c7cbe
feat: derive camera motion from the scene's depth, and keep that depth
decoder37 bf0382c
docs: the baseline, which says an upscaler is not what gets this to 60
decoder37 af0f871
docs: 60 fps is the floor here, not the target
decoder37 481b957
feat: give FSR the assembled depth and camera motion
decoder37 c630d59
fix: publish the camera from the inlined projection copies too
decoder37 2008ac7
feat: HOS_FPS_FORCE, because raising the limiter alone does not hold
decoder37 3790556
fix: snapshot the projection's fields, and name what caps the frame rate
decoder37 c65c68e
feat: HOS_DISPLAY_VRR, which is what actually holds the frame rate at 60
decoder37 388844d
docs: the camera's values, measured, and the needle they give for the…
decoder37 5eb9f8b
feat: HOS_VSYNC_HZ, the hardcoded 60 that actually paces the game
decoder37 a67e471
feat: the vsync event follows the display, and 0 turns it off
decoder37 70ecdf4
fix: the host camera symbols must be weak, or the renderer does not l…
decoder37 3c02213
feat: RX_VK_VP_HUNT, to find the view projection from a value only it…
decoder37 8681f2e
fix: HOS_FPS_FORCE must not touch the nominal rate: it is slow motion…
decoder37 aff6abb
feat: DLSS Super Resolution through NGX, behind a build-time SDK gate
decoder37 2946a32
feat: the hunt found the projection, so widen it to find the view
decoder37 df82d90
feat: compose the scene's view projection, and transpose it for the s…
decoder37 2d9b4e8
fix: the view projection scan ran per draw, which stuttered hard
decoder37 85a3ea2
feat: count FSR evaluations, because nine passes a call is cheap or r…
decoder37 66e8c3a
fix: clear the SPD counter between the pyramid passes (did not fix th…
decoder37 1d7f262
feat: a timed span per FSR pass, so the cost has a number per pass
decoder37 6aa9f48
feat: DLSS at the seam, and a stage switch for the FSR cost
notquiteog 12d4d83
fix: scan for the view projection once a target set, not once a draw
notquiteog 43e3360
feat: link NGX properly, frame generation at the seam, AMD's interpol…
notquiteog 03592b6
docs: what ran, what NGX needed, and what ray reconstruction has no j…
notquiteog ad291d1
feat: frame generation asks for its own extensions and the whole inpu…
notquiteog bb58e70
docs: frame generation runs, and the two refusals that got it there
notquiteog cf8b3b1
feat: the two backends have rows in the Insert menu
notquiteog 384c41b
feat: FSR 3 frame interpolation, and a jitter for the upscalers to undo
notquiteog 8acdae9
docs: the frame-interpolation backend's unverified list, and why the …
notquiteog c871a3c
fix: the renderer would not load, and the build now says so
notquiteog 86b6988
fix: the DLSS contract test links again
notquiteog 0196314
Merge branch 'feat/fsr-vendor'
notquiteog f48483c
fix: the shader check compared glslang's version, and ran where glsla…
notquiteog 47dd097
fix: a fork releases its own work, not upstream's
notquiteog 3ff9fbd
fix: the release's commit-analyzer preset is a package, and it was no…
notquiteog ca6595f
fix: the conventionalcommits preset has to match the changelog writer
notquiteog e4c5c99
chore(release): 2.1.0 [skip ci] [skip release]
semantic-release-bot 4ed2196
docs: neural rendering on AMD is the game's own network, not FSR 4
notquiteog 746d1ba
Merge remote-tracking branch 'origin/main'
notquiteog 9858599
fix: the history reset the document specifies, which nothing implemented
notquiteog 4f26e27
chore(release): 2.1.1 [skip ci] [skip release]
semantic-release-bot 16c7d39
docs: the optical-flow scale checks out, so it is no longer a guess
notquiteog a12d616
Merge remote-tracking branch 'origin/main'
notquiteog a0ce7de
feat: the upscalers and frame generation are the native settings, not…
notquiteog af2d7cf
Merge upstream/main (151 commits) into the fork
notquiteog c87ca37
chore(release): 2.2.0 [skip ci] [skip release]
semantic-release-bot e7806a2
docs: the settings a player sees are the two rows that were already t…
notquiteog ba44846
test: the Upscaling row's two halves, and the clamp that hides DLSS
notquiteog 208fa4d
Merge remote-tracking branch 'origin/main'
notquiteog c6acc00
docs: where the frame actually goes, and why parallel replay makes it…
notquiteog b8543c9
feat: the parallel lock says which site took it, and the answer is tw…
notquiteog 8a37a76
chore(release): 2.3.0 [skip ci] [skip release]
semantic-release-bot 703e18d
Merge upstream/main (95 commits) into the fork
notquiteog f7aed25
Merge remote-tracking branch 'origin/main'
notquiteog dd8465f
chore(release): 2.3.1 [skip ci] [skip release]
semantic-release-bot 614f552
feat: the two lock sites say why they had to take it
notquiteog cfe8adb
Merge remote-tracking branch 'upstream/main'
notquiteog 4b6c133
Merge remote-tracking branch 'origin/main'
notquiteog 4fa79c7
chore(release): 2.4.0 [skip ci] [skip release]
semantic-release-bot d72441a
fix: a Windows build could ask for DLSS and then fail to link
notquiteog 2401f3f
Merge remote-tracking branch 'origin/main'
notquiteog 7eda1d9
chore(release): 2.4.1 [skip ci] [skip release]
semantic-release-bot afc4496
docs: parallel replay loses at every setting, and not because of the …
notquiteog c9f95ec
Merge remote-tracking branch 'origin/main'
notquiteog 2c67808
ci: build the DLSS half on both platforms, and upload none of it
notquiteog 97df99d
Merge remote-tracking branch 'upstream/main'
notquiteog 61d7d4a
feat: the upscaler and frame generation follow the menu while you play
notquiteog e4f1ebf
ci: releases are built with DLSS support compiled in
notquiteog e14b789
chore(release): 2.5.0 [skip ci] [skip release]
semantic-release-bot 49c4044
Merge remote-tracking branch 'upstream/main'
notquiteog 4c633e8
Merge remote-tracking branch 'origin/main'
notquiteog 2851bc6
feat(vk): DLSS 5 neural rendering, with the model's own settings in t…
notquiteog ea16253
Merge remote-tracking branch 'upstream/main'
notquiteog 1ba2ede
test(build): the object key depends on the Streamline SDK flag too
notquiteog c278ce7
chore(release): 2.6.0 [skip ci] [skip release]
semantic-release-bot 2717287
chore: ignore the release tooling's node_modules and the Streamline h…
notquiteog 70b7d25
fix(build): a Windows build linked the ARM64 NGX library, not the x64…
notquiteog 3365a44
chore(release): 2.6.1 [skip ci] [skip release]
semantic-release-bot 6844a68
docs(readme): the frame generation runtime, and say what a build comp…
notquiteog 114e917
fix(build): NGX asks for Microsoft's C++ runtime, which llvm-mingw ha…
notquiteog 0d9ee8c
chore(release): 2.6.2 [skip ci] [skip release]
semantic-release-bot dd3e61e
fix(vk): tag the uplift colour pair as whole resources, as the shippi…
notquiteog 1004f37
fix(build): the feature announcement swallowed the whole Vulkan build
notquiteog 35a6ac0
chore(release): 2.6.3 [skip ci] [skip release]
semantic-release-bot 7fb5b5d
test(menu): the output-resolution fixture was missing an extern it reads
notquiteog d00159a
fix(build): the twelve MSVC runtime symbols NGX asks of an llvm-mingw…
notquiteog 0b136d3
chore(release): 2.6.4 [skip ci] [skip release]
semantic-release-bot c2c59b2
Merge remote-tracking branch 'upstream/main'
notquiteog c8cf292
Merge remote-tracking branch 'origin/main'
notquiteog 258653b
Merge remote-tracking branch 'upstream/main'
notquiteog 65003cc
feat(vk): AMD FSR 4 upscaling and frame generation through AMD's runtime
notquiteog 60f1d2e
feat(vk): say why DLSS 5 neural rendering is refused, and the RTX 20-…
notquiteog 0fa18bd
fix(release): the Windows release installs the renderer CI built, wit…
notquiteog 2b58d30
docs(readme): the Upscaler's four, the frame generation chain, and NR…
notquiteog 47c1964
chore(release): 2.7.0 [skip ci] [skip release]
semantic-release-bot 6e00743
build(vk): vendor OpenDLSS-NR's host, kernels and PTX generators
notquiteog aeddbac
Merge remote-tracking branch 'upstream/main'
notquiteog ca639de
ci(windows): pin NVIDIA Streamline's headers to a commit, not a tag
notquiteog 7784399
feat(vk): DLSS 5 neural rendering through NGX directly, beside Stream…
notquiteog 6cdc49a
docs: DLSS 5 neural rendering's NGX direct backend, where NGX looks, …
notquiteog 846f0d4
Merge branch 'feat/nr-ngx-direct'
notquiteog 2c19b63
fix(vk): DLSS frame generation sets NGX's parameters through its C fu…
notquiteog 4e492ce
chore(release): 2.8.0 [skip ci] [skip release]
semantic-release-bot c4f7d84
feat(vk): choose the frame generation method in the Insert menu
notquiteog 3dd6519
chore(release): 2.9.0 [skip ci] [skip release]
semantic-release-bot 6fd4364
fix(release): the setup, the Builder and the game update from the rep…
notquiteog dfa6315
build(vk): OpenDLSS-NR's kernels, the frame's two passes and a Vulkan…
notquiteog 9f91c1b
Merge remote-tracking branch 'upstream/main'
notquiteog d495994
fix(release): the fork's releases follow upstream's v2.0.x line
notquiteog 4e6625d
chore(release): 2.0.12 [skip ci] [skip release]
semantic-release-bot 4c1e3d1
test(vk): a correctness harness for OpenDLSS-NR on this GPU, on synth…
notquiteog 1da7eff
feat(vk): open neural rendering, the DLSS 5 NR network run by OpenDLS…
notquiteog 2a3c6d9
docs(vk): the open neural rendering backend, what was measured and wh…
notquiteog ab375e0
Merge branch 'feat/nr-open': OpenDLSS-NR, the Neural tab's fourth bac…
notquiteog f7d1f6a
docs(readme): the Neural tab's Open backend, and the model folder it …
notquiteog 65f8a3b
chore(release): 2.0.13 [skip ci] [skip release]
semantic-release-bot 1b80745
feat(vk): the open backend's khr kernels, OpenDLSS-NR on VK_KHR_coope…
notquiteog 5b95083
feat(vk): the open backend runs the khr route where upstream's NVIDIA…
notquiteog def8a20
test(vk): the open NR harness checks the khr route, on NVIDIA and on …
notquiteog 58ed3bd
fix(vk): AMD's FSR runtime is asked at the start, guarded, never from…
notquiteog c719d8c
fix(vk): FSR 3.1 frame interpolation makes 2x sets only
notquiteog 6da545d
chore(release): 2.0.14 [skip ci] [skip release]
semantic-release-bot 42a2c3f
Merge branch 'feat/nr-amd'
notquiteog 5b635f4
chore(release): 2.0.15 [skip ci] [skip release]
semantic-release-bot a67c706
Merge remote-tracking branch 'upstream/main'
notquiteog e95aed2
chore(release): 2.0.16 [skip ci] [skip release]
semantic-release-bot 366c268
fix(vk): FSR 3.1 and FSR 4 take the scene's real camera, depth and co…
notquiteog 4ec24ef
Merge branch 'fix/fsr-onto-pr'
notquiteog 235144d
Merge remote-tracking branch 'origin/main'
notquiteog 0dc657b
chore(release): 2.0.17 [skip ci] [skip release]
semantic-release-bot ea6141a
fix(update): the default repository outside the Windows-only block
notquiteog 3f92087
chore(release): 2.0.18 [skip ci] [skip release]
semantic-release-bot File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -30,6 +30,8 @@ jobs: | |
| name: Hookshot Builder package and setup | ||
| # (builder-parts holds the installer's parts: no package there) | ||
| if: github.ref_name != 'builder-parts' | ||
| # (hookshot) the package carries the renderer the vulkan job built (tools/prebuilt), so it waits for it | ||
| needs: vulkan | ||
| runs-on: windows-2022 | ||
| timeout-minutes: 30 | ||
| steps: | ||
|
|
@@ -99,7 +101,7 @@ jobs: | |
| working-directory: builder/setup | ||
| run: | | ||
| "$LLVM_MINGW/bin/x86_64-w64-mingw32-windres" setup.rc -O coff -o "$RUNNER_TEMP/setup_rc.o" | ||
| "$LLVM_MINGW/bin/x86_64-w64-mingw32-clang" -O2 -mwindows -municode setup.c "$RUNNER_TEMP/setup_rc.o" \ | ||
| "$LLVM_MINGW/bin/x86_64-w64-mingw32-clang" -O2 -mwindows -municode -DHOOKSHOT_REPOSITORY="\"$GITHUB_REPOSITORY\"" setup.c "$RUNNER_TEMP/setup_rc.o" \ | ||
| -lwinhttp -lbcrypt -lcomctl32 -lshell32 -lole32 -Wl,--dependent-load-flag=0x800 \ | ||
| -o "$RUNNER_TEMP/HookshotBuilder-Setup.exe" | ||
| ls -l "$RUNNER_TEMP/HookshotBuilder-Setup.exe" | ||
|
|
@@ -109,10 +111,35 @@ jobs: | |
| dotnet publish builder/HookshotBuilder/HookshotBuilder.csproj --configuration Release | ||
| -p:Version="$VERSION" -p:NuGetAudit=false --output "$RUNNER_TEMP/publish" | ||
|
|
||
| # (hookshot) the renderer built with NVIDIA DLSS, DLSS 5 neural rendering and AMD FSR 4 compiled in | ||
| - uses: actions/download-artifact@9000827ccba6bdab643e8b6fd33ac0654aef8333 # v8.0.2 | ||
| with: | ||
| name: hookshot_vk-windows | ||
| path: ${{ runner.temp }}/vk | ||
| # (hookshot) AMD's FSR runtime: the loader, the upscaler and frame generation, signed by AMD and MIT-licensed in | ||
| # FSR SDK 2.4 (its docs/license.md lists Kits/FidelityFX/signedbin under MIT). gpu/vk/vk_ffx.cpp loads it from | ||
| # beside the game; nx2/make_game.py puts it there | ||
| - name: AMD's FSR runtime (FSR SDK v2.4.0) | ||
| uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1 | ||
| with: | ||
| repository: GPUOpen-LibrariesAndSDKs/FidelityFX-SDK | ||
| ref: 7539ae8b6568ad29ed78a753404351daf3b5cca7 # v2.4.0 | ||
| path: _amd | ||
| persist-credentials: false | ||
| sparse-checkout: | | ||
| Kits/FidelityFX/signedbin | ||
| sparse-checkout-cone-mode: true | ||
| - name: AMD's FSR runtime, with its notice | ||
| run: | | ||
| mkdir -p "$RUNNER_TEMP/amd-fsr" | ||
| cp _amd/Kits/FidelityFX/signedbin/amd_fidelityfx_*_vk.dll "$RUNNER_TEMP/amd-fsr/" | ||
| cp third_party/ffx-api/LICENSE.txt "$RUNNER_TEMP/amd-fsr/LICENSE.txt" | ||
| ls -l "$RUNNER_TEMP/amd-fsr" | ||
| - name: Package folder | ||
| run: >- | ||
| python -I scripts/release_parts.py package "$RUNNER_TEMP/package" | ||
| --publish "$RUNNER_TEMP/publish" --setup "$RUNNER_TEMP/HookshotBuilder-Setup.exe" ${PREVIOUS:+--list "$PREVIOUS"} | ||
| --vk "$RUNNER_TEMP/vk/hookshot_vk.dll" --amd-fsr "$RUNNER_TEMP/amd-fsr" --repository "$GITHUB_REPOSITORY" | ||
|
|
||
| - name: Setup parts | ||
| run: | | ||
|
|
@@ -177,14 +204,36 @@ jobs: | |
| - name: llvm-mingw | ||
| run: echo "HOOKSHOT_MINGW=$(python -I scripts/release_parts.py llvm-mingw "$RUNNER_TEMP/llvm")" >> "$GITHUB_ENV" | ||
| # (as scripts/linux/appimage.sh builds Linux's: the back end alone, no lift, no game) | ||
| # (hookshot) built with NVIDIA DLSS compiled in, as vulkan-dlss.yml builds it: NVIDIA's SDK fetched here by | ||
| # scripts/ngx_sdk.py (headers and the static library, under NVIDIA's license), never committed. NVIDIA's runtime | ||
| # (nvngx_dlss.dll) is theirs to ship and is not included -- readme.md tells a player where to put it. This DLL is | ||
| # what the release's Builder installs (nx2/make_game.py prebuilt_renderer): a renderer compiled on the player's | ||
| # PC has none of NVIDIA's SDKs, and the Insert menu then offers none of DLSS, its frame generation or NR. | ||
| - name: NVIDIA's DLSS SDK (headers and nvsdk_ngx_s.lib) | ||
| run: python -I scripts/ngx_sdk.py --platform windows --build-only --accept-nvidia-license "$RUNNER_TEMP/ngx-sdk" | ||
|
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This accepts NVIDIA's DLSS licence on every release build and links NGX into the shipped |
||
| # (DLSS 5 neural rendering: only NVIDIA Streamline's MIT-licensed headers, fetched here and never | ||
| # committed, found at the tree root by nx2/build.py streamline_sdk_path. Nothing is linked from it -- | ||
| # sl.interposer.dll and the sl.* plugins are the player's own files, loaded at run time. v2.14.1 is the | ||
| # first public tag that carries kFeatureDLSS_NR at all, so this tag is a floor, not a preference.) | ||
| - name: Check out NVIDIA Streamline's headers (DLSS 5 neural rendering) | ||
| uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1 | ||
| with: | ||
| repository: NVIDIA-RTX/Streamline | ||
| ref: 625db07d4bca5abc67d781c42af7e7fb0761f1b6 # v2.14.16 | ||
| path: streamline-sdk | ||
| - name: hookshot_vk.dll | ||
| env: | ||
| RX_VK_ONLY: '1' | ||
| RX_RELEASE: '1' | ||
| run: | | ||
| OOT_WORK="$RUNNER_TEMP/vk-work" RX_CPM="$GITHUB_WORKSPACE/_deps/cpm" \ | ||
| python -I nx2/build.py --standalone --jobs "$NUMBER_OF_PROCESSORS" | ||
| OOT_WORK="$RUNNER_TEMP/vk-work" RX_CPM="$GITHUB_WORKSPACE/_deps/cpm" HOOKSHOT_NGX_SDK="$RUNNER_TEMP/ngx-sdk" \ | ||
| python -I nx2/build.py --standalone --jobs "$NUMBER_OF_PROCESSORS" | tee "$RUNNER_TEMP/vk-build.log" | ||
| test "${PIPESTATUS[0]}" -eq 0 | ||
| ls -l "$RUNNER_TEMP/vk-work/sa/build/hookshot_vk.dll" | ||
| # (a release must carry what it says: a renderer without DLSS or neural rendering compiled in fails here, | ||
| # not on a player's PC as rows missing from the Insert menu) | ||
| grep -q "vk: DLSS (NGX): compiled in" "$RUNNER_TEMP/vk-build.log" | ||
| grep -q "vk: DLSS 5 neural rendering (Streamline): compiled in" "$RUNNER_TEMP/vk-build.log" | ||
| - uses: actions/upload-artifact@cf430e030ddbb5b0abf93d22962f4752f3646cd9 # v7.0.2 | ||
| with: | ||
| name: hookshot_vk-windows | ||
|
|
||
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,28 @@ | ||
| using System; | ||
| using System.IO; | ||
| using System.Text.RegularExpressions; | ||
|
|
||
| /// (hookshot) The GitHub repository releases come from, as owner/name: tools/repository.txt, written when the release is | ||
| /// packaged from the repository its CI ran in (scripts/release_parts.py package), else NotRexed/Hookshot. A fork's Builder | ||
| /// then updates from the fork. nx2/version.py repository() is the same rule for the game's own update check. | ||
| static class Repository | ||
| { | ||
| const string Default = "NotRexed/Hookshot"; | ||
| static readonly Lazy<string> name = new(Read); | ||
| public static string Name => name.Value; | ||
|
|
||
| static string Read() | ||
| { | ||
| try | ||
| { | ||
| var path = Path.Combine(AppContext.BaseDirectory, "tools", "repository.txt"); | ||
| if (File.Exists(path)) | ||
| { | ||
| var line = File.ReadAllText(path).Trim(); | ||
| if (Regex.IsMatch(line, "^[A-Za-z0-9-]+/[A-Za-z0-9._-]+$")) return line; | ||
| } | ||
| } | ||
| catch (Exception) { } // (an unreadable file is the default, not a failed update check) | ||
| return Default; | ||
| } | ||
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Same here for the AppImage:
--accept-nvidia-licensein CI makes every release accept NVIDIA's licence. Please drop it from the feature split.