shim: adaptive marker polling, opt-in GPU-side input wait/completion and RGBA8 output
- [Interop] MarkerPollUs = auto is the new default: the input-marker wait learns when each feature's inputs become ready, sleeps in <=200 us chunks, yields near the prediction and backs off when late (d4r_input_wait.h); a number keeps fixed pacing (0 yields). d4r_config.py no longer exports 200 when the key is unset - D4R_SHIM_GPU_INPUT_WAIT=1 (experimental, split VRAM, age 0): NGX's null stream waits on a coherent Vulkan word imported into HIP (d4rStreamWaitValue32Eq) instead of CPU polling. The original readback marker stays the authority; a CPU watchdog releases discarded lists and timeouts. Denoiser, verify, capture and dilation frames keep the CPU wait - D4R_SHIM_GPU_COMPLETION=1 (needs GPU_INPUT_WAIT): the bridge writes a completion word right after the native output kernel (d4rNgxWriteValue32), and the game's queue polls it with a bounded compute wait (kernels/support/vulkan_wait.comp), replacing the split list's CPU timeline signal. frame_retired writes the same word on every failure path - D4R_SHIM_NATIVE_COMPLETION=1: a null-stream callback in the bridge signals the split timeline (d4rNgxTimeline*); D4rFrameCompletion::can_signal only releases the oldest outstanding frame - RGBA8 output: tex_common.h adds an 'R4' redirect tag, so K's native output kernel stores packed RGBA8 directly (D4R_SHIM_OUTPUT_RGBA8=1, checked against the kernel manifest by d4rOutputKernelRgba8). Host packing handles RGBA8 too. patches/vkd3d-proton/0004 (VKD3D_D4R_LINEAR_RGBA8=WxH) makes such outputs linear and exportable so the result can be written in place - D4R_SHIM_FUSE_RGBA8_INPUT=1: one Vulkan pass converts and copies RGBA8 color input (vulkan_read.comp mode 5 matches the blit's toward-zero halves, plus a row stride) - profiling: thread CPU time from the Unix bridge (Wine's GetThreadTimes ticks at 10 ms); game-queue D3D12 timestamps (vk_input/vk_dlss_wait/vk_output/vk_total); gpu_eval split into input_gpu_wait and dlss_gpu; D4R_PROFILE_GPU_EVENTS, _TIMESTAMPS, _LOG and _CPU_TIME=0 switch off individual parts for bisection - bridge: D4R_NGX_STREAM_PRIORITY=high|normal runs NGX on a priority stream (off by default; no gain measured) - release_feature: a feature already marked retiring by a failed drain can still be released normally - harness: RGBA8 with motion and jitter scenes (re-quantized each frame), D4R_HARNESS_RGBA8_RAMP, D4R_HARNESS_THRASH_MB to evict L2/Infinity Cache before each evaluation - kernels/native: in_hoist.py and split_output_paths.py (opt-in scheduling experiments); scripts/build_k_ldr_output.sh builds K's LDR output with an optional D4R_LDR_OUTPUT_MAX_VGPR cap - tests: test_input_wait.py and test_latency_optimizations.py; MarkerPollUs and frame-completion tests updated
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#pragma once
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#include <cstdint>
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// The original marker remains the authority for whether a command list ran. A CPU release of the
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// separate, coherent GPU wait word must never make discarded input look ready to the worker.
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enum class D4rInputWaitAbort { None, Retired, Discarded, Timeout };
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inline D4rInputWaitAbort d4r_input_wait_abort(uint32_t frame, uint32_t slotMarker, uint32_t aggregate,
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bool retiring, double elapsedUs)
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{
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if (retiring)
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return D4rInputWaitAbort::Retired;
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if (slotMarker != frame && static_cast<int32_t>(aggregate - frame) > 0)
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return D4rInputWaitAbort::Discarded;
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// Also covers a stream wait that failed to observe an input word already written by Vulkan.
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if (elapsedUs > 5000000.0)
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return D4rInputWaitAbort::Timeout;
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return D4rInputWaitAbort::None;
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}
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inline unsigned d4r_marker_poll_delay_us(double predictedUs, double elapsedUs)
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{
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const double remaining = predictedUs - 150.0 - elapsedUs;
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if (remaining > 20.0)
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return static_cast<unsigned>(remaining < 200.0 ? remaining : 200.0);
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if (elapsedUs < predictedUs + 150.0)
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return 0; // yield during the final 150 us and a short late window
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const double late = 20.0 * (1.0 + (elapsedUs - predictedUs - 150.0) / 160.0);
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return static_cast<unsigned>(late < 200.0 ? late : 200.0);
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}
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