Queue native Windows DLSS asynchronously and drain feature consumers

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Codex committed 2026-10-02 10:00:26 +03:00
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@@ -61,11 +61,23 @@ The recording interval measures NGX calls on the recording thread, not Present.
frame scheduling; use it separately from a production FPS measurement.
`-ProfileCommandHooks` samples one in 64 D3D12 interceptions to distinguish
tracking/lock waits from driver calls. It is disabled in ordinary runs.
`-ProfileCudaApi` aggregates existing CUDA API host durations without adding
HIP events or synchronization. `-UncachedInteropLists` restores per-frame
copy-list allocation for comparison with the normal safely reused lists.
The runner drains stdout/stderr concurrently as raw bytes; the earlier
line-oriented PowerShell collector imposed large per-frame delays. The optional
ZLUDA kernel profiler is for diagnostics only. Measurements and reproduction
commands are in [windows-performance.md](windows-performance.md).
`-AsyncInterop` enables the experimental K scheduling path. Submission queues
the current frame's input/output dependencies and returns while a CUDA worker
executes DLSS. Owned command memory is retained until GPU completion; feature
release and resource reconfiguration wait for pending consumers. It passes
the standalone queued-frame and Release/CreateFeature exact-output regression,
but remains opt-in while game stability and performance are checked. It
currently requires one D3D12 command queue. This switch is independent of
profiling and output scans; omit those diagnostics for a production FPS run.
Ordinary runs use OptiScaler info logging and suppress successful HIP/CUDA API
messages. Errors, GPU identity, imports, frame records and native/translated
kernel launches remain logged. `-VerboseRuntime` enables all API and frontend