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.
This commit is contained in:
ayo committed 2026-10-16 08:54:47 -04:00
1 parent 25493b3198
commit 7c5d3c9157
430 files changed
+76191

No files matched your search

+226
View File
@@ -0,0 +1,226 @@
// Native Windows backend. The Linux/Wine implementation remains separate.
#include "ngx_windows_runtime.h"
#include "player_config.h"
#include <dxgi.h>
#include <unordered_map>
#include <functional>
namespace {
std::mutex apiMutex;
std::shared_ptr<d4r::win::Runtime> runtime;
struct Handle { unsigned Id; };
unsigned nextId = 1;
std::unordered_map<Handle*, std::shared_ptr<d4r::win::Feature>> features;
std::unordered_map<void*, bool> parameters;
constexpr unsigned failure = 0xBAD00002, invalid = 0xBAD00005;
unsigned call(const std::function<unsigned()>& fn) noexcept {
static std::once_flag diagnosticOutput;
std::call_once(diagnosticOutput, [] {
if (std::getenv("D4R_DIAG_DIR")) {
std::setvbuf(stdout, nullptr, _IONBF, 0);
std::setvbuf(stderr, nullptr, _IONBF, 0);
}
});
try { return fn(); }
catch (const std::exception& error) {
std::fprintf(stderr, "D4R_WINDOWS_FAILURE %s\n", error.what()); return failure;
}
}
unsigned allocate(void** out, bool caps) {
if (!runtime || !out) return invalid;
void* value = d4r_ngx_parameters_create();
if (!value) return failure;
*out = nullptr;
struct LocalParameters {
void* p;
~LocalParameters() { if (p) d4r_ngx_parameters_destroy(p); }
} owned{value};
if (caps) {
std::lock_guard<std::mutex> lock(runtime->mutex);
runtime->current(); void* official = nullptr;
d4r::win::ngx_check(runtime->capabilities(&official), "CUDA capabilities");
struct Cleanup { d4r::win::Runtime& rt; void* p; ~Cleanup() { (void)rt.destroy(p); } } cleanup{*runtime, official};
for (const char* name : {"SuperSampling.Available", "SuperSampling.NeedsUpdatedDriver", "SuperSampling.FeatureInitResult"})
d4r_ngx_set_int(value, name, d4r::ngx::int_value(official, name));
for (const char* name : {"SuperSampling.MinDriverVersionMajor", "SuperSampling.MinDriverVersionMinor"})
d4r_ngx_set_uint(value, name, d4r::ngx::uint_value(official, name));
for (const char* name : {"DLSSOptimalSettingsCallback", "DLSSGetStatsCallback"}) {
void* callback = nullptr;
if (d4r_ngx_get_void(official, name, &callback) == 1) d4r_ngx_set_void(value, name, callback);
}
}
parameters.emplace(value, true); *out = value; owned.p = nullptr;
return 1;
}
}
#define API extern "C" __declspec(dllexport)
// Capability marker for an explicit external backend selection. This function
// is safe to call during DLL discovery: no GPU/runtime initialization occurs.
API unsigned d4r_WindowsBackendVersion() { return 1; }
API unsigned NVSDK_NGX_D3D12_Init_Ext(unsigned long long app, const wchar_t* data, ID3D12Device* device, unsigned sdk, const void* info) {
std::lock_guard<std::mutex> lock(apiMutex);
return call([&] {
d4r::win::player::ensure_environment();
if (!runtime) runtime = std::make_shared<d4r::win::Runtime>(device, app, data, sdk, static_cast<const d4r::ngx::FeatureCommonInfo*>(info));
if (const char* backend = std::getenv("D4R_D3D12_COMMAND_BACKEND"); backend && std::string(backend) == "1")
d4r::win::commands::install(device);
return 1u;
});
}
API unsigned NVSDK_NGX_D3D12_Init(unsigned long long app, const wchar_t* data, ID3D12Device* device, const void* info, unsigned sdk) {
return NVSDK_NGX_D3D12_Init_Ext(app, data, device, sdk, info);
}
API unsigned NVSDK_NGX_D3D12_Init_ProjectID(const char* project, int engine, const char* version, const wchar_t* data, ID3D12Device* device, unsigned sdk, const void* info) {
std::lock_guard<std::mutex> lock(apiMutex);
return call([&] {
if (!project || !*project) return invalid;
d4r::win::player::ensure_environment();
d4r::ngx::ProjectIdentity identity{project, engine, version ? version : ""};
if (!runtime) runtime = std::make_shared<d4r::win::Runtime>(device, 0, data, sdk, static_cast<const d4r::ngx::FeatureCommonInfo*>(info), &identity);
if (const char* backend = std::getenv("D4R_D3D12_COMMAND_BACKEND"); backend && std::string(backend) == "1") d4r::win::commands::install(device);
return 1u;
});
}
API unsigned NVSDK_NGX_D3D12_GetFeatureRequirements(IDXGIAdapter* adapter, const d4r::ngx::FeatureDiscoveryInfo* info,
d4r::ngx::FeatureRequirement* requirements) {
if (!adapter || !info || !requirements) return invalid;
return call([&] {
*requirements = {}; requirements->FeatureSupported = 16; // Unsupported feature.
if (info->FeatureID != 1) return 1u;
d4r::win::player::ensure_environment();
DXGI_ADAPTER_DESC desc{}; d4r::win::dx(adapter->GetDesc(&desc), "NGX requirements adapter");
// OptiScaler can override the DXGI vendor ID. The physical HIP
// architecture and full adapter LUID are the authoritative identity.
d4r::diag::HipApi hip(d4r::win::env_path("D4R_HIP_ROOT")); hipDeviceProp_t props{};
const int ordinal = hip.select_architecture(-1,props,&desc.AdapterLuid,true);
requirements->FeatureSupported = ordinal < 0 ? 4u : 0u;
std::strcpy(requirements->MinOSVersion,"10.0.22000.0");
std::printf("D4R_REQUIREMENTS feature=%u support=%u architecture=%s adapter_luid=%08lx:%08lx hip_ordinal=%d\n",
info->FeatureID,requirements->FeatureSupported,d4r::diag::HipApi::target_arch(),
static_cast<unsigned long>(desc.AdapterLuid.HighPart),static_cast<unsigned long>(desc.AdapterLuid.LowPart),ordinal);
return 1u;
});
}
API unsigned NVSDK_NGX_D3D12_AllocateParameters(void** p) {
std::lock_guard<std::mutex> lock(apiMutex); return call([&] { return allocate(p, false); });
}
API unsigned NVSDK_NGX_D3D12_GetCapabilityParameters(void** p) {
std::lock_guard<std::mutex> lock(apiMutex); return call([&] { return allocate(p, true); });
}
API unsigned NVSDK_NGX_D3D12_GetParameters(void** p) { return NVSDK_NGX_D3D12_GetCapabilityParameters(p); }
API unsigned NVSDK_NGX_D3D12_DestroyParameters(void* p) {
std::lock_guard<std::mutex> lock(apiMutex);
if (!parameters.erase(p)) return invalid;
d4r_ngx_parameters_destroy(p); return 1;
}
API unsigned NVSDK_NGX_D3D12_GetScratchBufferSize(unsigned, const void*, size_t* size) {
if (!size) return invalid; *size = 0; return 1;
}
API unsigned NVSDK_NGX_D3D12_CreateFeature(ID3D12GraphicsCommandList*, unsigned feature, void* p, Handle** out) {
std::lock_guard<std::mutex> lock(apiMutex);
return call([&] {
if (!runtime || feature != 1 || !p || !out) return invalid;
d4r::win::player::apply_preset(p);
auto value = std::make_shared<d4r::win::Feature>(runtime, p);
auto handle = std::make_unique<Handle>(); handle->Id = nextId++;
features.emplace(handle.get(), std::move(value)); *out = handle.release(); return 1u;
});
}
API unsigned d4r_D3D12_EvaluateAtBoundary(ID3D12CommandQueue* queue, Handle* handle, void* p) {
std::shared_ptr<d4r::win::Feature> feature;
{ std::lock_guard<std::mutex> lock(apiMutex);
auto it = features.find(handle); if (it == features.end() || !p) return invalid; feature = it->second; }
return call([&] { feature->evaluate_boundary(queue, p); return 1u; });
}
API unsigned NVSDK_NGX_D3D12_EvaluateFeature(ID3D12GraphicsCommandList* list, const Handle* handle, void* p, void*) {
std::shared_ptr<d4r::win::Feature> feature;
{ std::lock_guard<std::mutex> lock(apiMutex);
auto it = features.find(const_cast<Handle*>(handle));
if (it == features.end() || !p || !list) return invalid; feature = it->second; }
return call([&] {
struct Snapshot {
void* parameters = d4r_ngx_parameters_create();
std::vector<d4r::win::ComPtr<ID3D12Resource>> resources;
d4r::win::ResourceAccess access[5];
~Snapshot() { if (parameters) d4r_ngx_parameters_destroy(parameters); }
};
auto snapshot = std::make_shared<Snapshot>();
if (!snapshot->parameters) return failure;
d4r::win::player::apply_preset(p);
d4r::ngx::copy_create(p, snapshot->parameters); d4r::ngx::copy_frame(p, snapshot->parameters);
// NVIDIA's library stamps "DLSS SDK - DO NOT DISTRIBUTE" over its output unless the SDK's
// Disable.Watermark parameter is set (the Linux shim sets it too). The game's own value is
// not used. [DLSS] ShowWatermark = true (D4R_SHIM_WATERMARK=1) keeps the stamp.
static const bool watermark = [] { const char* v = std::getenv("D4R_SHIM_WATERMARK"); return v && v[0] == '1'; }();
d4r_ngx_set_int(snapshot->parameters, "Disable.Watermark", watermark ? 0 : 1);
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
const char* states[] = {"D4R.Color.State", "D4R.Depth.State", "D4R.Motion.State", "D4R.Output.State", "D4R.Exposure.State"};
for (unsigned i = 0; i < 5; ++i) {
ID3D12Resource* resource = nullptr; (void)d4r_ngx_get_d3d12_resource(p, names[i], &resource);
snapshot->resources.emplace_back(resource);
d4r_ngx_set_d3d12_resource(snapshot->parameters, names[i], resource);
const auto state = d4r::win::commands::resource_access(list, resource, d4r::win::ngx_resource_access(p, states[i],
i == 3 ? D3D12_RESOURCE_STATE_UNORDERED_ACCESS : D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
snapshot->access[i] = state;
if (state.pending_split) throw std::runtime_error("NGX resource has an unfinished split barrier");
d4r_ngx_set_uint(snapshot->parameters, states[i], unsigned(state.legacy));
const std::string prefix(states[i]);
d4r_ngx_set_uint(snapshot->parameters, (prefix + ".Enhanced").c_str(), state.enhanced);
d4r_ngx_set_uint(snapshot->parameters, (prefix + ".Layout").c_str(), unsigned(state.layout));
d4r_ngx_set_uint(snapshot->parameters, (prefix + ".Access").c_str(), unsigned(state.access));
if (!std::getenv("D4R_QUIET_API")) std::printf("D4R_RESOURCE_ACCESS plane=%s enhanced=%u legacy=0x%x layout=%u access=0x%x\n",
names[i], state.enhanced, unsigned(state.legacy), unsigned(state.layout), unsigned(state.access));
}
d4r::win::commands::record_boundary(list, [feature, snapshot](ID3D12CommandQueue* queue) {
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
const char* states[] = {"D4R.Color.State", "D4R.Depth.State", "D4R.Motion.State", "D4R.Output.State", "D4R.Exposure.State"};
for (unsigned i = 0; i < 5; ++i) if (snapshot->access[i].inherited) {
const auto resolved = d4r::win::commands::submitted_resource_access(snapshot->resources[i].Get(), snapshot->access[i]);
if (resolved.pending_split) throw std::runtime_error("Inherited NGX texture has an unfinished split barrier");
const std::string prefix(states[i]);
d4r_ngx_set_uint(snapshot->parameters, states[i], unsigned(resolved.legacy));
d4r_ngx_set_uint(snapshot->parameters, (prefix + ".Enhanced").c_str(), resolved.enhanced);
d4r_ngx_set_uint(snapshot->parameters, (prefix + ".Layout").c_str(), unsigned(resolved.layout));
d4r_ngx_set_uint(snapshot->parameters, (prefix + ".Access").c_str(), unsigned(resolved.access));
if (!std::getenv("D4R_QUIET_API")) std::printf("D4R_INHERITED_ACCESS plane=%s tracked=%u enhanced=%u layout=%u legacy=0x%x\n",
names[i], !resolved.inherited, resolved.enhanced, unsigned(resolved.layout), unsigned(resolved.legacy));
}
feature->evaluate_boundary(queue, snapshot->parameters);
});
return 1u;
});
}
API unsigned NVSDK_NGX_D3D12_EvaluateFeature_C(ID3D12GraphicsCommandList* list, const Handle* handle, void* p, void* callback) {
return NVSDK_NGX_D3D12_EvaluateFeature(list, handle, p, callback);
}
API unsigned NVSDK_NGX_D3D12_ReleaseFeature(Handle* handle) {
std::shared_ptr<d4r::win::Feature> feature;
{ std::lock_guard<std::mutex> lock(apiMutex);
auto it = features.find(handle); if (it == features.end()) return invalid;
feature = std::move(it->second); features.erase(it); delete handle; }
// OptiScaler frees its root-CBV/descriptor backing after Release returns.
// A retained C++ Feature alone does not keep that caller-owned memory alive.
return call([&] { feature->drain(); feature.reset(); return 1u; });
}
API unsigned NVSDK_NGX_D3D12_Shutdown() {
std::lock_guard<std::mutex> lock(apiMutex);
return call([&] {
if (runtime && std::getenv("D4R_ASYNC_INTEROP")) runtime->drain_async_queue();
for (auto& pair : features) delete pair.first;
features.clear();
for (auto& pair : parameters) d4r_ngx_parameters_destroy(pair.first);
parameters.clear(); runtime.reset(); return 1u;
});
}
API unsigned NVSDK_NGX_D3D12_Shutdown1(ID3D12Device*) { return NVSDK_NGX_D3D12_Shutdown(); }
// Public diagnostics exercise queue/list integration without NVIDIA binaries.
API unsigned d4r_D3D12_InstallCommandBackend(ID3D12Device* device) {
return call([&] { d4r::win::commands::install(device); return 1u; });
}
using DiagnosticBoundary = void(WINAPI*)(ID3D12CommandQueue*, void*);
API unsigned d4r_D3D12_RecordDiagnosticBoundary(ID3D12GraphicsCommandList* list, DiagnosticBoundary callback, void* context) {
if (!callback) return invalid;
return call([&] { d4r::win::commands::record_boundary(list, [=](ID3D12CommandQueue* queue) { callback(queue, context); }); return 1u; });
}
API unsigned long long d4r_D3D12_LiveRecordings() { return d4r::win::commands::live_recordings(); }