feat: add d4r inference engines and Windows parity tooling
Add native K/M/RR inference engines, HIP kernels, replay and validation harnesses, and Windows DLSS setup and runtime support. Include GPU profiling tools, build and packaging scripts, platform integration patches, and implementation documentation.
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#include "game_m.h"
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#include "game_internal.h"
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namespace d4r {
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struct GameUpscalerM::Impl {
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MModel& model;
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MEngine engine;
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uint32_t width, height, outputWidth, outputHeight;
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game_detail::CanonicalInputs fallback;
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bool started = false;
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Impl(MModel& m, VkPhysicalDevice p, VkDevice d, uint32_t ow, uint32_t oh, uint32_t rw, uint32_t rh, const ExternalNetwork* external)
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: model(m), engine(m, rw, rh, ow, oh, external), width(rw), height(rh), outputWidth(ow), outputHeight(oh),
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fallback(p, d, rw, rh, rw, rh) {}
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void inputs(VkCommandBuffer cb, const GameFrameM& frame);
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void result(VkCommandBuffer cb, const GameFrameM& frame);
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};
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GameUpscalerM::GameUpscalerM(MModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
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uint32_t renderWidth, uint32_t renderHeight, const ExternalNetwork* external)
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: impl(std::make_unique<Impl>(model, physical, device, outputWidth, outputHeight, renderWidth, renderHeight, external)) {}
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GameUpscalerM::~GameUpscalerM() = default;
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// the game's inputs into the engine's images, and the frame's settings
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void GameUpscalerM::Impl::inputs(VkCommandBuffer cb, const GameFrameM& frame) {
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auto& g = *this;
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const uint32_t w = frame.renderWidth ? frame.renderWidth : g.width;
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const uint32_t h = frame.renderHeight ? frame.renderHeight : g.height;
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if (w < 64 || h < 64 || w > g.width || h > g.height)
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throw std::runtime_error("render size exceeds the adapter's inputs or is below 64");
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if (!gameColorFormat(frame.color.format) || !gameMotionFormat(frame.motion.format) ||
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!gameDepthFormat(frame.depth.format, frame.depth.aspect) || !gameOutputFormat(frame.output.format))
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throw std::runtime_error("unsupported game texture format");
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// Nonzero input origins retain conversion copies until M's shader parameter blocks carry origins.
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const bool directColor = frame.color.view != VK_NULL_HANDLE && !frame.color.x && !frame.color.y;
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const bool directMotion = frame.motion.view != VK_NULL_HANDLE && !frame.motion.x && !frame.motion.y;
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const bool directDepth = frame.depth.view != VK_NULL_HANDLE && !frame.depth.x && !frame.depth.y;
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const bool directOutput = game_detail::directOutput(frame.output, frame.color, frame.motion, frame.depth, g.model.hasRgb10Output()) &&
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!frame.output.x && !frame.output.y;
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if (!g.started) {
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if (!g.model.uploadRecorded()) g.model.recordUpload(cb);
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g.engine.recordInitialize(cb);
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g.started = true;
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}
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g.fallback.record(cb, frame.color, frame.motion, frame.depth, w, h, w, h, directColor, directMotion, directDepth);
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MFrameSettings s;
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s.renderWidth = w; s.renderHeight = h;
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s.jitter[0] = frame.jitter[0]; s.jitter[1] = frame.jitter[1];
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s.motionScale[0] = frame.motionToRender[0]; s.motionScale[1] = frame.motionToRender[1];
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s.motionOffset[0] = frame.motionOffset[0]; s.motionOffset[1] = frame.motionOffset[1];
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s.reset = frame.reset; s.depthInverted = frame.depthInverted;
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FrameImages images{};
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images.color = directColor ? frame.color.view : g.fallback.color.view;
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images.motion = directMotion ? frame.motion.view : g.fallback.motion.view;
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images.depth = directDepth ? frame.depth.view : g.fallback.depth.view;
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images.colorLayout = directColor ? frame.color.layout : VK_IMAGE_LAYOUT_GENERAL;
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images.motionLayout = directMotion ? frame.motion.layout : VK_IMAGE_LAYOUT_GENERAL;
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images.depthLayout = directDepth ? frame.depth.layout : VK_IMAGE_LAYOUT_GENERAL;
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g.engine.setFrame(images, s, directOutput ? FrameOutput{frame.output.view, frame.output.format} : FrameOutput{});
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}
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void GameUpscalerM::Impl::result(VkCommandBuffer cb, const GameFrameM& frame) {
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auto& g = *this;
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if (game_detail::directOutput(frame.output, frame.color, frame.motion, frame.depth, g.model.hasRgb10Output()) && !frame.output.x && !frame.output.y) return;
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game_detail::copyOutput(cb, g.engine.outputImage(), frame.output, g.outputWidth, g.outputHeight);
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}
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void GameUpscalerM::record(VkCommandBuffer cb, const GameFrameM& frame) {
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impl->inputs(cb, frame);
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impl->engine.recordFrame(cb); // begins and ends with barriers against all other work
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impl->result(cb, frame);
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}
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void GameUpscalerM::recordFront(VkCommandBuffer cb, const GameFrameM& frame) {
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impl->inputs(cb, frame);
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impl->engine.recordFront(cb);
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}
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void GameUpscalerM::recordBack(VkCommandBuffer cb, const GameFrameM& frame) {
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impl->engine.recordBack(cb);
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impl->result(cb, frame);
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}
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} // namespace d4r
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