Add experimental packed and in-place DLSS output

- Tag redirected surfaces as R10G10B10A2 ('R3') as well as RGBA16F ('R2'), and
  let the native output kernel store the game's R10G10B10A2 texels itself.
- Import linear, exportable game textures (vkd3d-proton patch 0003) into HIP
  so the output kernel writes the game's output texture with no game-side copy.
- Add ID3D12DXVKInteropDeviceD4R3 with GetVulkanLinearImageInfo.
- Gate both paths behind D4R_SHIM_OUTPUT_PACKED and D4R_SHIM_INPLACE, and use
  them only for split frames of preset M whose output kernel honours the redirect.
- Convert on the host when a recorded packed frame finds the wrong kernel.
- Give the harness an R10G10B10A2 output, and add D4R_SHIM_SPIN_POLL so
  frame timing is not quantised to the poll sleep.
- Document the measured removal of the output copies in performance.md.
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woutermans committed 2026-10-07 11:00:26 +02:00
1 parent 7c60d53cd0
commit 87365077e0
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@@ -34,6 +34,9 @@
// D4R_SHIM_VRAM_INTEROP=1 keep inputs and output in VRAM (see "VRAM interop")
// D4R_SHIM_SPLIT_FRAME=1 with VRAM interop and the d4r vkd3d-proton patch,
// present each frame's own DLSS result (see "Split frames")
// D4R_SHIM_INPLACE=1 experimental, with VKD3D_D4R_LINEAR_TEXTURES=1 in the patched vkd3d-proton: the output
// kernel writes the game's output texture itself (no game-side output copy).
// D4R_SHIM_OUTPUT_PACKED=1 lets M's output kernel store R10G10B10A2 texels itself.
#define WIDL_EXPLICIT_AGGREGATE_RETURNS
#include <windows.h>
#include <d3d12.h>
@@ -1603,6 +1606,12 @@ struct FrameParams
bool vram = false; // inputs and output stay in VRAM (VRAM interop)
bool split = false; // this frame presents its own result (split frames)
unsigned motionDilation = 0; // actually applied, worker only
// D4R_SHIM_INPLACE: the game's linear output texture, written without a game-side copy (0 = none)
CudaDevicePtr outputInPlace = 0;
uint32_t outputInPlacePitch = 0;
// D4R_SHIM_OUTPUT_PACKED: the output kernel stores the game's R10G10B10A2 texels itself, so the game-side
// copy (or the in-place texture) takes them without the RGBA16F conversion image and blit
bool packedOutput = false;
};
struct FrameTiming
@@ -1719,6 +1728,9 @@ struct Feature
// D4R_SHIM_OUTPUT_DIRECT: this frame's result is stored by the native output kernel straight into its
// destination buffer (worker only), so the array -> buffer copy is skipped.
bool outputRedirected = false;
// The previous frame's output kernel was the native one and honoured the redirect (worker writes, game
// thread reads): only then is a frame recorded for packed output.
std::atomic<bool> packedReady{false};
bool outputDirectAllowed = false; // the forced preset's output kernel honours the redirect
// D4R_SHIM_LINEAR_INPUTS: NGX samples the interop buffers directly through pitch-linear
// texture objects (rows padded to 256 bytes), so the buffer -> array copies disappear.
@@ -2127,6 +2139,7 @@ struct VulkanInterop
ID3D12DXVKInteropDevice1* interop = nullptr;
ID3D12DXVKInteropDeviceD4R2* lifetime = nullptr;
ID3D12DXVKInteropDeviceD4R* split = nullptr; // only with the d4r vkd3d-proton patch
ID3D12DXVKInteropDeviceD4R3* linear = nullptr; // experimental: linear exportable game textures
VkDevice device = VK_NULL_HANDLE;
VkPhysicalDeviceMemoryProperties memory = {};
VkPhysicalDevice physical = VK_NULL_HANDLE;
@@ -2232,6 +2245,9 @@ static void init_vram_interop()
g_vk.split = nullptr;
if (FAILED(g.device->QueryInterface(__uuidof(ID3D12DXVKInteropDeviceD4R2), reinterpret_cast<void**>(&g_vk.lifetime))))
g_vk.lifetime = nullptr;
if (env_uint("D4R_SHIM_INPLACE", 0) == 0 ||
FAILED(g.device->QueryInterface(__uuidof(ID3D12DXVKInteropDeviceD4R3), reinterpret_cast<void**>(&g_vk.linear))))
g_vk.linear = nullptr;
g_vk.ready = ok;
logf("VRAM interop: %s (VkDevice %p), split frames %s", ok ? "ready" : "missing Vulkan entry points",
static_cast<void*>(g_vk.device), g_vk.split != nullptr ? "available" : "unavailable (stock vkd3d-proton)");
@@ -2453,6 +2469,52 @@ static size_t vk_texel_bytes(VkFormat format)
}
}
// D4R_SHIM_INPLACE (experimental): a game texture that vkd3d-proton created linear and exportable is imported
// into CUDA once, so DLSS reads or writes its texels without a game-side copy. Imports are kept for the
// process lifetime (ROCm does not free mapped external memory, see g_vramPool).
struct InPlaceTexture
{
CudaDevicePtr texels = 0;
size_t rowPitch = 0;
};
static std::mutex g_inPlaceMutex;
static std::vector<std::pair<uint64_t, CudaDevicePtr>> g_inPlaceImports; // VkDeviceMemory -> CUDA mapping
// Game thread.
static bool describe_in_place(ID3D12Resource* resource, InPlaceTexture& texture)
{
UINT64 memory = 0, size = 0, offset = 0, pitch = 0;
if (g_vk.linear == nullptr || FAILED(g_vk.linear->GetVulkanLinearImageInfo(resource, &memory, &size, &offset, &pitch)))
return false;
CudaDevicePtr base = 0;
{
std::lock_guard<std::mutex> lock(g_inPlaceMutex);
for (const auto& entry : g_inPlaceImports)
if (entry.first == memory)
base = entry.second;
}
if (base == 0)
{
void* external = nullptr;
const int imported = g.worker.call([&] {
return g_vk.import(g_vk.device, memory, size, &base, &external);
});
if (imported != 0 || base == 0)
{
logf("in-place: importing %llu bytes of texture memory failed (%d)", static_cast<unsigned long long>(size), imported);
return false;
}
logf("in-place: imported %llu bytes of game texture memory (offset %llu, row pitch %llu)",
static_cast<unsigned long long>(size), static_cast<unsigned long long>(offset),
static_cast<unsigned long long>(pitch));
std::lock_guard<std::mutex> lock(g_inPlaceMutex);
g_inPlaceImports.emplace_back(memory, base);
}
texture.texels = base + offset;
texture.rowPitch = static_cast<size_t>(pitch);
return true;
}
// How one input or the output moves between its D3D12 texture and a buffer.
struct VramCopy
{
@@ -3781,6 +3843,44 @@ static int synchronize_default_stream(Feature& feature, bool* querySleep = nullp
return g.cu.ctxSynchronize();
}
// A frame recorded for packed output whose output kernel then did not pack it (it was not the native one
// after all): the RGBA16F result is converted on the host, rounding as the kernel store and the game-side
// blit do. Slow, and only expected around a kernel change.
static int pack_output_on_host(Feature& feature, CudaMemcpy2D copy, size_t packedPitch, uint32_t frame)
{
const size_t width = feature.output.width, height = feature.output.height;
std::vector<uint16_t> halves(width * height * 4);
std::vector<uint32_t> packed(width * height);
const CudaDevicePtr target = copy.dstDevice;
copy.dstMemoryType = CUDA_MEMORY_HOST;
copy.dstHost = halves.data();
copy.dstPitch = width * 8;
int result = g.cu.memcpy2D(&copy);
if (result != 0)
return result;
const auto unorm = [](uint16_t half, float scale) {
float value = half_to_float(half);
value = value > 0.0f ? value : 0.0f;
value = value < 1.0f ? value : 1.0f;
return static_cast<uint32_t>(value * scale + 0.5f);
};
for (size_t texel = 0; texel < packed.size(); ++texel)
packed[texel] = unorm(halves[texel * 4], 1023.0f) | unorm(halves[texel * 4 + 1], 1023.0f) << 10 |
unorm(halves[texel * 4 + 2], 1023.0f) << 20 | unorm(halves[texel * 4 + 3], 3.0f) << 30;
CudaMemcpy2D upload = {};
upload.srcMemoryType = CUDA_MEMORY_HOST;
upload.srcHost = packed.data();
upload.srcPitch = width * 4;
upload.dstMemoryType = CUDA_MEMORY_DEVICE;
upload.dstDevice = target;
upload.dstPitch = packedPitch;
upload.WidthInBytes = width * 4;
upload.Height = height;
result = g.cu.memcpy2D(&upload);
logf("frame %u: output kernel did not pack its result; converted on the host (%d)", frame, result);
return result;
}
// VRAM interop, worker thread: copies the finished result into a free output
// slot's imported buffer and publishes it; evaluate() copies it on to the game.
static void publish_vram(Feature* feature, uint32_t frame, const FrameParams& params, FrameTiming& timing,
@@ -3796,7 +3896,7 @@ static void publish_vram(Feature* feature, uint32_t frame, const FrameParams& pa
frame_retired(feature, frame);
return;
}
const VramBuffer& buffer = feature->outputs[target].vram;
VramBuffer buffer = feature->outputs[target].vram;
const size_t rowBytes = static_cast<size_t>(feature->output.width) * 8;
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_ARRAY;
@@ -3806,7 +3906,18 @@ static void publish_vram(Feature* feature, uint32_t frame, const FrameParams& pa
copy.dstPitch = rowBytes;
copy.WidthInBytes = rowBytes;
copy.Height = feature->output.height;
int result = rowBytes * feature->output.height > buffer.bytes ? -1 : feature->outputRedirected ? 0 : copy_2d(copy);
if (params.outputInPlace != 0)
{
// no game-side copy was recorded: a result the output kernel did not redirect goes to the texture here
buffer.device = copy.dstDevice = params.outputInPlace;
copy.dstPitch = params.outputInPlacePitch;
buffer.bytes = static_cast<size_t>(params.outputInPlacePitch) * feature->output.height;
}
int result = rowBytes / (params.packedOutput ? 2 : 1) * feature->output.height > buffer.bytes ? -1
: feature->outputRedirected ? 0
: params.packedOutput ? pack_output_on_host(*feature, copy, params.outputInPlace != 0 ? copy.dstPitch
: rowBytes / 2, frame)
: copy_2d(copy);
if (result == 0)
{
const auto syncStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
@@ -4021,10 +4132,20 @@ static void run_evaluation(Feature* feature, int slotIndex, uint32_t frame, Fram
(nativeOutput || feature->outputRedirected))
{
// split frames write their own slot; the staged path downloads from outputLinear
const size_t rowBytes = static_cast<size_t>(feature->output.width) * 8, bytes = rowBytes * feature->output.height;
size_t rowBytes = static_cast<size_t>(feature->output.width) * 8;
const size_t bytes = rowBytes * feature->output.height;
CudaDevicePtr target = 0;
if (params.vram && params.split && feature->outputs[frame % kOutputSlots].vram.bytes >= bytes)
if (params.packedOutput)
rowBytes = static_cast<size_t>(feature->output.width) * 4;
if (params.vram && params.split && params.outputInPlace != 0)
{
target = params.outputInPlace;
rowBytes = params.outputInPlacePitch;
}
else if (params.vram && params.split && feature->outputs[frame % kOutputSlots].vram.bytes >= bytes)
target = feature->outputs[frame % kOutputSlots].vram.device;
if (params.packedOutput)
rowBytes |= 1; // the bridge's flag for R10G10B10A2 texels (row pitches are multiples of 8)
else if (!params.vram && overlapped && ensure_linear(feature->outputLinear, feature->outputLinearBytes, bytes))
target = feature->outputLinear;
const bool redirect = nativeOutput && target != 0 &&
@@ -4051,6 +4172,7 @@ static void run_evaluation(Feature* feature, int slotIndex, uint32_t frame, Fram
g.cu.setArrayRedirect(feature->output.array, 0, 0);
feature->outputRedirected = false;
}
feature->packedReady = feature->outputRedirected;
const auto evalReturned = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
const int eventEndResult = eventStartResult == 0 ? g.cu.eventRecord(feature->profileEnd, nullptr) : -1;
const auto syncStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
@@ -4864,6 +4986,49 @@ static NgxResult evaluate(ID3D12GraphicsCommandList* list, const NgxHandle* hand
if (!ensure_vram_buffer(*feature, slot.vram[index], geometry.size()))
return NGX_FAIL_PLATFORM_ERROR;
}
// M's downsample kernel has only formatted stores, which the native store can pack (kernels/tex/tex_common.h).
p.packedOutput = feature->split && feature->outputDirectAllowed && feature->preset == 13 && vramOutput.convert &&
outputDesc.Format == DXGI_FORMAT_R10G10B10A2_UNORM && vramOutput.width % 2 == 0 &&
env_uint("D4R_SHIM_OUTPUT_DIRECT", 0) != 0 && env_uint("D4R_SHIM_OUTPUT_PACKED", 0) != 0 &&
feature->packedReady.load();
static bool packedLogged = false;
if (p.packedOutput && !packedLogged)
{
packedLogged = true;
logf("frame %u: packed output (the output kernel stores R10G10B10A2 texels; no conversion blit)", frame);
}
InPlaceTexture outputTexture;
const size_t outputTexelBytes = p.packedOutput ? 4 : 8;
if (feature->split && feature->outputDirectAllowed && (!vramOutput.convert || p.packedOutput) &&
env_uint("D4R_SHIM_OUTPUT_DIRECT", 0) != 0 &&
describe_in_place(output, outputTexture) && outputTexture.rowPitch % 8 == 0 &&
outputTexture.rowPitch / 8 <= 0xffffu &&
outputTexture.rowPitch >= static_cast<size_t>(vramOutput.width) * outputTexelBytes)
{
p.outputInPlace = outputTexture.texels;
p.outputInPlacePitch = static_cast<uint32_t>(outputTexture.rowPitch);
}
static bool outputInPlaceLogged = false;
if (p.outputInPlace != 0 && !outputInPlaceLogged)
{
outputInPlaceLogged = true;
logf("frame %u: output in place (the output kernel writes the game's %s texture; no game-side copy)", frame,
p.packedOutput ? "R10G10B10A2" : "RGBA16F");
}
static bool inPlaceLogged = false;
if (g_vk.linear != nullptr && !inPlaceLogged)
{
inPlaceLogged = true;
if (p.outputInPlace == 0)
{
UINT64 memory = 0, size = 0, offset = 0, pitch = 0;
const HRESULT linear = g_vk.linear->GetVulkanLinearImageInfo(output, &memory, &size, &offset, &pitch);
logf("in-place: output copied on the first frame (split %d, direct output allowed %d, format %d, needs conversion %d, "
"linear exportable texture %d, row pitch %llu)", static_cast<int>(feature->split), feature->outputDirectAllowed,
static_cast<int>(outputDesc.Format), vramOutput.convert, SUCCEEDED(linear),
static_cast<unsigned long long>(pitch));
}
}
if (vramInputs[0].convert && !ensure_conversion_image(*feature, feature->colorConversion,
vramInputs[0].width, vramInputs[0].height,
VK_FORMAT_R16G16B16A16_SFLOAT))
@@ -4970,14 +5135,24 @@ static NgxResult evaluate(ID3D12GraphicsCommandList* list, const NgxHandle* hand
if (p.vram && feature->split)
p.split = SUCCEEDED(g_vk.split->SplitCommandListForExternalWait(
list, reinterpret_cast<UINT64>(feature->splitSemaphore), frame));
if (!p.split)
{
p.outputInPlace = 0; // only a split frame waits for the result before the game reads its texture
p.packedOutput = false;
}
if (p.split)
{
// Runs in the second half of the list, once frame's result is in place.
const int target = static_cast<int>(frame % kOutputSlots);
transition(list, output, outputState, D3D12_RESOURCE_STATE_COPY_DEST);
if (!record_vram_output(list, feature->outputs[target].vram, vramOutput, feature->outputConversion))
logf("frame %u: BeginVkCommandBufferInterop failed for the output", frame);
transition(list, output, D3D12_RESOURCE_STATE_COPY_DEST, outputState);
if (p.outputInPlace == 0)
{
if (p.packedOutput)
vramOutput.convert = false; // the buffer already holds the texture's own texels
transition(list, output, outputState, D3D12_RESOURCE_STATE_COPY_DEST);
if (!record_vram_output(list, feature->outputs[target].vram, vramOutput, feature->outputConversion))
logf("frame %u: BeginVkCommandBufferInterop failed for the output", frame);
transition(list, output, D3D12_RESOURCE_STATE_COPY_DEST, outputState);
}
if (timing.enabled)
timing.presentedFrame = frame;
}