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Plugins/DLSS/Source/DLSSUtility/Private/DLSSUtility.cpp
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Plugins/DLSS/Source/DLSSUtility/Private/DLSSUtility.cpp
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/*
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* Copyright (c) 2020 NVIDIA CORPORATION. All rights reserved.
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*
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* NVIDIA Corporation and its licensors retain all intellectual property and proprietary
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* rights in and to this software, related documentation and any modifications thereto.
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* Any use, reproduction, disclosure or distribution of this software and related
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* documentation without an express license agreement from NVIDIA Corporation is strictly
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* prohibited.
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*
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* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS*
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* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED,
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* INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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* PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
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* SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT
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* LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF
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* BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR
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* INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGES.
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*/
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#include "DLSSUtility.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/IPluginManager.h"
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#include "ShaderCore.h"
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#define LOCTEXT_NAMESPACE "FDLSSUtilityModule"
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void FDLSSUtilityModule::StartupModule()
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{
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FString PluginShaderDir = FPaths::Combine(IPluginManager::Get().FindPlugin(TEXT("DLSS"))->GetBaseDir(), TEXT("Shaders"));
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AddShaderSourceDirectoryMapping(TEXT("/Plugin/DLSS"), PluginShaderDir);
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}
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void FDLSSUtilityModule::ShutdownModule()
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{
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FDLSSUtilityModule, DLSSUtility)
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