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]>
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@@ -16,7 +16,8 @@ bool gameColorFormat(VkFormat format) {
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}
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}
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bool gameMotionFormat(VkFormat format) {
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return format == VK_FORMAT_R16G16_SFLOAT || format == VK_FORMAT_R32G32_SFLOAT ||
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// R16G16_SNORM (Enshrouded): sampled as floats in [-1, 1]; MV.Scale carries them to pixels as for float vectors.
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return format == VK_FORMAT_R16G16_SFLOAT || format == VK_FORMAT_R32G32_SFLOAT || format == VK_FORMAT_R16G16_SNORM ||
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format == VK_FORMAT_R16G16B16A16_SFLOAT || format == VK_FORMAT_R32G32B32A32_SFLOAT;
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}
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bool gameDepthFormat(VkFormat format, VkImageAspectFlags aspect) {
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