vulkan: run the engine on the game's device, without staging

Native Vulkan NGX callers now get d4r's own network for presets K, M and L,
recorded straight into the caller's command buffer on the game's VkDevice with
the same GameUpscaler/GameUpscalerM adapters the D3D12 path uses through
vkd3d-proton. No CPU staging, CUDA evaluation or host wait. D4R_VULKAN_ENGINE=0
keeps the staging path, and anything the engine does not cover still goes there
with a logged reason.

- Inputs are sampled through the caller's views (SHADER_READ_ONLY_OPTIMAL, or
  GENERAL with D4R_VULKAN_INPUT_GENERAL=1); depth/stencil views get a depth-only
  view. The output must be an RGBA16F (or RGB10A2 with an RGB10 model) storage
  image the engine writes directly, since the resource contract gives STORAGE
  usage only.
- Every recording ends with an event; engine objects of a released feature are
  destroyed once all recorded events fired, or at shutdown.
- GetFeatureDeviceExtensionRequirements reports VK_KHR_cooperative_matrix and
  VK_EXT_shader_float8 where available. It applies d4r.ini first: games ask
  before NGX init, and engine_requested() would otherwise cache "off".
- The engine accepts R16G16_SNORM motion vectors (Enshrouded).
- Engine model loaders accept a native device (VulkanInterop::native).
- Harness: D4R_HARNESS_ENGINE_DEVICE=1 (1.3 device with the engine's
  features), D4R_HARNESS_ALLOW_BLACK=1 (staging K's black reset frame).

Harness vs the staging path (RX 9070, GE-Proton11-7, 640x360 -> 1280x720):
K 99.6 % bit-identical, rest within one half-float ulp; M 52.7 dB, L 54.3 dB
PSNR; dynamic, recreate and discard pass for K and M. In game, Enshrouded runs
preset M on this path (docs/vulkan.md, SUPPORTED_GAMES.md).

Signed-off-by: itchyfeetleech <[email protected]>
This commit is contained in:
itchyfeetleech committed 2026-10-18 14:45:41 +13:00
1 parent 0e851b7f90
commit 60da7b9019
6 files changed
+508 -29

No files matched your search

+11
View File
@@ -45,3 +45,14 @@ Game-specific setup:
- **Dying Light: The Beast:** use DLSS inputs; with FSR or XeSS inputs the screen stays black. The game passes its motion vectors as `R16G16B16A16_TYPELESS`, which needs a d4r build from 2026-09-28 or later (older builds reject every frame and show a black screen).
Choose a model with `Model = E`, `Model = K`, or `Model = M` under `[DLSS]` in the game's `d4r/d4r.ini`. Model compatibility does not imply equal performance; see the [Townfall measurements](docs/performance.md) for measured frame rates.
Vulkan games (native Vulkan frontend, engine path; see docs/vulkan.md):
- **Enshrouded** (Vulkan only): preset M verified in game on RX 9070 (gfx1201), GE-Proton11-7, through the game's own DLSS
inputs. Install OptiScaler as `dbghelp.dll` (the exe imports it before it creates its Vulkan device; `dxgi.dll` loads
too late) with `WINEDLLOVERRIDES="dbghelp=n,b"`, and set in `OptiScaler.ini`: `[Upscalers] VulkanUpscaler=dlss`,
`[Spoofing] Vulkan=true`, `VulkanExtensionSpoofing=false`, `Dxgi=false` (a Vulkan game needs no DXGI spoofing; the
verified setup ran without it), and `[InitFlags] AutoExposure=true` (the game sends no exposure; needed for K). The game's motion vectors are `R16G16_SNORM`, which the staging path rejects. Launch options as for
D3D12 games (`PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100`). The lsfg-vk layer made the game's swap chain creation
fail under GE-Proton11-7 even without d4r; disable it (`DISABLE_LSFGVK=1`) if the game exits with
`Graphics_InitializationFailed`.