Forward Windows NGX project identity and validate frontend native network use

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Codex committed 2026-10-01 15:45:55 +03:00
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@@ -38,6 +38,45 @@ Do not integrate NGX until the integer PTX workload is stable on the real GPU.
| M8: standalone Windows D3D12 NGX harness | PASS for ordinary recorded EvaluateFeature and explicit boundaries: K/M, four frames each, no shim CPU image copies; both bit-exact against explicit boundary baselines |
| M9: OptiScaler integration, profiling, installation | Pending |
## Public NGX identity and OptiScaler gate (2026-10-01)
The Windows shim now implements D3D12 GetFeatureRequirements and forwards
Init_ProjectID to CUDA Init_ProjectID with the caller's project/engine/version.
The runtime owns the feature path strings and pointer list. The physical HIP
gfx1201 architecture and full DXGI adapter LUID determine SR support; other
features remain unsupported. Numeric driver initialization retains the tested
three-argument CUDA Init ABI. `-NgxAbi project` selects the public project path
in both CUDA and D3D12 probes. Capability parameter allocation is transactional.
`ngx-project-api.zip` passes direct CUDA project initialization.
`d3d12-k-project-api.zip` and `d3d12-m-project-api.zip` pass four recorded
enhanced-barrier packed-format frames with 44 K / 40 M native launches.
All RGB values exactly match the independently quantised earlier baselines,
max absolute/relative error 0. Full rebuild and CTest pass 16/16 gates
(`project-api-ctest.log`).
The runner now accepts `-OptiScalerDll <absolute-path>`, creates a private
OptiScaler.ini and captures the frontend log. Native-network hit validation is
mandatory for the integration runs. The official 0.9.4 release silently chose
FSR despite DLSS=enabled on AMD: `optiscaler-m-first.zip` is correctly **FAIL**
with zero native launches. Current nightly 20261001 also gates DLSS on a
System32 NVIDIA driver; preloading our NVAPI triggered access violation
0xc0000005 in its loader hooks (`optiscaler-m-nightly-first.zip`). This is not
a DLSS success. The probe no longer preloads NVAPI before OptiScaler startup.
Crash capture avoids module resource enumeration in the exception filter,
guards reentrancy and records the minidump's module list instead.
A local OptiScaler source fork starts from
`45a2001303ddff632e279f77aef85ceede5832cb`. Its explicit
`[DLSS] AllowExternalBackend=true` option requires an absolute NvngxPath with
the `d4r_WindowsBackendVersion` ABI-1 marker; it does not spoof HIP architecture.
The marker is GPU-free and safe during discovery. The pending patch also lets
the external backend load its own NVAPI provider through the original loader.
This source integration has not yet passed the frontend harness.
Microsoft Build Tools 17.14 / MSVC 14.44.35207 and SDK 10.0.26100 were installed
from the signature-verified official bootstrapper without restarting Windows.
No game files have been modified.
## Initial PSO and enhanced texture layouts (2026-10-01)
The backend now captures the initial PSO supplied to public CreateCommandList,
@@ -74,7 +113,8 @@ gate. Unknown pre-initialization indirect signatures are still rejected.
OptiScaler's default restore hotfixes are false; integration will keep
RestoreComputeSignature, RestoreGraphicSignature and ExtendedStateRestore
false because their original-method trampolines can bypass logical-list routing.
Actual OptiScaler execution remains untested; no game files have been changed.
Actual OptiScaler probes have exposed the frontend gate documented above;
no game files have been changed.
## Native GPU resource-format conversion (2026-10-01)