Add experimental native Vulkan DLSS frontend
Implement NGX's Vulkan API over the existing CUDA backend. Compute shaders pack the game's sampled images into buffers shared with CUDA (device-local memory exported through the Wine bridge), and a device event in the game's command buffer holds its queue until the result is written back, keeping frame age at zero. DLSS reads inputs through pitch-linear textures and its native output kernel writes the shared buffer directly; input and completion waits are adaptive. Make it work across engines: shared buffers are concurrent over every compute-capable queue family (Indiana Jones records DLSS on async compute), depth kept in an R32F colour image is accepted under a depth aspect, and the extension-requirement query allows a null list. Spare buffer sets are imported on the first frame and never while a frame is pending, since an import can block on GPU work that is waiting for us; host staging covers any shortfall. Fix two exit hazards. A game quitting without NGX shutdown left the GPU waiting on an event that only a killed thread would set, resetting the ring 10 s later: the bridge now runs a shim hook before teardown and skips all CUDA destroy/sync calls once Wine is shutting the process down. The shim's own entry point skips CRT static destructors at process termination, where locks held by killed threads made the exit spin forever. Add a Vulkan DLSS harness (dynamic, recreate, discard, invalid, exit, compute-queue and in-flight modes), staging/depth probes, ABI/config tests, and an OptiScaler settings overlay for Vulkan games.
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@@ -19,10 +19,6 @@ The following DirectX 12 games run DLSS Super Resolution through d4r on the test
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| Ratchet & Clank: Rift Apart | Works; occasional artifacts in the pause menu | Works; minor artifacts with HDR enabled and occasionally in the pause menu | Works; occasional artifacts in the pause menu |
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| Dying Light: The Beast | Works | Works | Works; small visual artifacts throughout |
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Unsupported games:
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- **DOOM: The Dark Ages:** the game uses Vulkan and has no D3D12 mode. d4r currently supports D3D12 DLSS only, so its DLSS calls cannot reach d4r. The game's hardware ray-tracing requirement is separate from this limitation.
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General notes:
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- Select DLSS in the game's graphics settings where it is offered. OptiScaler can also feed DLSS from a game's FSR or XeSS inputs, but those are a fallback for games that hide DLSS and can ghost or show a black screen.
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