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.
This commit is contained in:
ayo committed 2026-10-09 02:57:23 -04:00
1 parent 18c694eecb
commit 694a7a0126
24 files changed
+2215 -20

No files matched your search

+64
View File
@@ -2100,6 +2100,38 @@ static void* bridge_export(const char* name)
return module != NULL ? (void*)GetProcAddress(module, name) : NULL;
}
/* Process exit. NVIDIA's NGX DLL unloads its CUDA modules from its own detach, which runs before the
NGX shim's (it was loaded later). A Vulkan game can exit with a command buffer still waiting inside
the GPU ring for the shim's output event; that teardown then blocks on the stuck job until the ring
times out and resets. The shim registers a hook releasing those waits; it runs once, before the
first teardown call made while Wine is shutting the process down. */
static void (WINAPI* shutdown_hook)(void);
void WINAPI d4rSetShutdownHook(void (WINAPI* hook)(void))
{
shutdown_hook = hook;
}
/* Returns 1 while Wine shuts the process down. ExitProcess has killed the other threads by then,
possibly inside HIP/HSA with a runtime lock held, so a teardown call into HIP can block forever
(seen: NVIDIA's NGX Shutdown1 -> cuTexObjectDestroy -> HSA mutex). Teardown and sync calls then
report success without touching HIP; the kernel reclaims the process's GPU state. */
static int before_teardown(void)
{
static BOOLEAN (WINAPI* in_progress)(void);
static LONG ran;
if (in_progress == NULL)
in_progress = (BOOLEAN (WINAPI*)(void))GetProcAddress(GetModuleHandleA("ntdll.dll"), "RtlDllShutdownInProgress");
if (in_progress == NULL || !in_progress())
return 0;
if (shutdown_hook != NULL && InterlockedExchange(&ran, 1) == 0)
{
tracef("process shutdown: running the shim's hook; CUDA teardown is skipped");
shutdown_hook();
}
return 1;
}
CUresult WINAPI cuInit(unsigned int flags)
{
CUINIT_FN function = (CUINIT_FN)find_zluda_symbol("cuInit");
@@ -2162,6 +2194,8 @@ CUresult WINAPI cuCtxCreate_v2(CUcontext* context, unsigned int flags, CUdevice
CUresult WINAPI cuCtxDestroy_v2(CUcontext context)
{
if (before_teardown())
return CUDA_SUCCESS;
CUCTXDESTROY_FN function = (CUCTXDESTROY_FN)find_zluda_symbol("cuCtxDestroy_v2");
CUresult result = function != NULL ? function(context) : CUDA_ERROR_NOT_INITIALIZED;
tracef("cuCtxDestroy_v2 context=%p result=%d", context, result);
@@ -2192,6 +2226,8 @@ static int elide_ngx_sync(void)
CUresult WINAPI d4rCtxSynchronize(void)
{
if (before_teardown())
return CUDA_SUCCESS;
CUCTX_SYNCHRONIZE_FN function = (CUCTX_SYNCHRONIZE_FN)find_zluda_symbol("cuCtxSynchronize");
CUresult result = function != NULL ? function() : missing("cuCtxSynchronize");
if (result == CUDA_SUCCESS)
@@ -2202,6 +2238,8 @@ CUresult WINAPI d4rCtxSynchronize(void)
CUresult WINAPI cuCtxSynchronize(void)
{
if (before_teardown())
return CUDA_SUCCESS;
if (elide_ngx_sync())
{
TRACE_CALL(CUDA_SUCCESS, "cuCtxSynchronize elided");
@@ -2348,6 +2386,8 @@ CUresult WINAPI cuModuleLoad(CUmodule* module, const char* filename)
CUresult WINAPI cuModuleUnload(CUmodule module)
{
if (before_teardown())
return CUDA_SUCCESS;
CUMODULEUNLOAD_FN function = (CUMODULEUNLOAD_FN)find_zluda_symbol("cuModuleUnload");
CUresult result = function != NULL ? function(module) : missing("cuModuleUnload");
if (result == CUDA_SUCCESS) microcuda_k_remove_module(module);
@@ -2474,6 +2514,8 @@ CUresult WINAPI cuMemAllocHost(void** pointer, size_t bytes)
CUresult WINAPI cuMemFree(CUdeviceptr pointer)
{
if (before_teardown())
return CUDA_SUCCESS;
CUMEMFREE_FN function = (CUMEMFREE_FN)find_zluda_symbol("cuMemFree_v2");
if (microcuda_k_forget) microcuda_k_forget(pointer);
CUresult result = function != NULL ? function(pointer) : missing("cuMemFree_v2");
@@ -2485,6 +2527,8 @@ CUresult WINAPI cuMemFree(CUdeviceptr pointer)
CUresult WINAPI cuMemFreeHost(void* pointer)
{
if (before_teardown())
return CUDA_SUCCESS;
CUMEMFREEHOST_FN function = (CUMEMFREEHOST_FN)find_zluda_symbol("cuMemFreeHost");
CUresult result = function != NULL ? function(pointer) : missing("cuMemFreeHost");
TRACE_CALL(result, "cuMemFreeHost ptr=%p result=%d", pointer, result);
@@ -2572,6 +2616,8 @@ CUresult WINAPI cuArray3DCreate(CUarray* array, const void* descriptor)
CUresult WINAPI cuArrayDestroy(CUarray array)
{
if (before_teardown())
return CUDA_SUCCESS;
CUARRAYDESTROY_FN function = (CUARRAYDESTROY_FN)find_zluda_symbol("cuArrayDestroy");
CUresult result = function != NULL ? function(array) : missing("cuArrayDestroy");
if (result == CUDA_SUCCESS)
@@ -2690,6 +2736,8 @@ CUresult WINAPI cuArrayGetDescriptor(void* descriptor, CUarray array)
CUresult WINAPI cuMipmappedArrayDestroy(CUmipmappedArray array)
{
if (before_teardown())
return CUDA_SUCCESS;
CUMIPMAPPEDARRAYDESTROY_FN function =
(CUMIPMAPPEDARRAYDESTROY_FN)find_zluda_symbol("cuMipmappedArrayDestroy");
CUresult result = function != NULL ? function(array) : missing("cuMipmappedArrayDestroy");
@@ -2699,6 +2747,8 @@ CUresult WINAPI cuMipmappedArrayDestroy(CUmipmappedArray array)
CUresult WINAPI cuDestroyExternalMemory(CUexternalMemory memory)
{
if (before_teardown())
return CUDA_SUCCESS;
CUEXTERNALMEMORYDESTROY_FN function =
(CUEXTERNALMEMORYDESTROY_FN)find_zluda_symbol("cuDestroyExternalMemory");
CUresult result = function != NULL ? function(memory) : missing("cuDestroyExternalMemory");
@@ -2731,6 +2781,8 @@ CUresult WINAPI cuSurfObjectCreate(CUsurfObject* object, const void* descriptor)
CUresult WINAPI cuSurfObjectDestroy(CUsurfObject object)
{
if (before_teardown())
return CUDA_SUCCESS;
CUSURFOBJECTDESTROY_FN function = (CUSURFOBJECTDESTROY_FN)find_zluda_symbol("cuSurfObjectDestroy");
pthread_mutex_lock(&instrumentation_lock);
for (SurfaceObjectRecord** link = &surface_objects; *link != NULL; link = &(*link)->next)
@@ -2798,6 +2850,8 @@ CUresult WINAPI cuTexObjectCreate(CUtexObject* object, const void* resource,
CUresult WINAPI cuTexObjectDestroy(CUtexObject object)
{
if (before_teardown())
return CUDA_SUCCESS;
CUTEXOBJECTDESTROY_FN function = (CUTEXOBJECTDESTROY_FN)find_zluda_symbol("cuTexObjectDestroy");
CUresult result = function != NULL ? function(object) : missing("cuTexObjectDestroy");
if (result == CUDA_SUCCESS)
@@ -2840,9 +2894,15 @@ static void microcuda_k_notify_generic_write(const char* target)
microcuda_k_write(0, SIZE_MAX); /* unsupported/general writer: invalidate all prepared weights */
}
typedef uintptr_t D4rArg;
static int d4r_forward_is_teardown(const char* target)
{
return strstr(target, "Destroy") != NULL || strstr(target, "Synchronize") != NULL || strstr(target, "Release") != NULL;
}
#define D4R_FORWARD(name, target, count, params, args) \
CUresult WINAPI name params \
{ \
if (d4r_forward_is_teardown(#target) && before_teardown()) \
return CUDA_SUCCESS; \
typedef CUresult(__attribute__((sysv_abi)) * function_type) params; \
function_type function = (function_type)find_zluda_symbol(#target); \
microcuda_k_notify_generic_write(#target); \
@@ -2857,6 +2917,8 @@ D4R_FORWARD(cuEventRecord, cuEventRecord, 2, (D4rArg a0, D4rArg a1), (a0, a1))
D4R_FORWARD(cuEventRecordWithFlags, cuEventRecordWithFlags, 3, (D4rArg a0, D4rArg a1, D4rArg a2), (a0, a1, a2))
CUresult WINAPI cuEventSynchronize(D4rArg a0)
{
if (before_teardown())
return CUDA_SUCCESS;
typedef CUresult(__attribute__((sysv_abi)) * function_type)(D4rArg);
if (elide_ngx_sync())
{
@@ -2872,6 +2934,8 @@ CUresult WINAPI cuEventSynchronize(D4rArg a0)
game's split command list only after this event has actually completed. */
CUresult WINAPI d4rEventSynchronize(D4rArg a0)
{
if (before_teardown())
return CUDA_SUCCESS;
typedef CUresult(__attribute__((sysv_abi)) * function_type)(D4rArg);
function_type function = (function_type)find_zluda_symbol("cuEventSynchronize");
CUresult result = function != NULL ? function(a0) : missing("cuEventSynchronize");