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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@@ -57,3 +57,13 @@ ID3D12DXVKInteropDeviceD4R2 : public ID3D12DXVKInteropDeviceD4R
};
__CRT_UUID_DECL(ID3D12DXVKInteropDeviceD4R2, 0x4f8c9462, 0x8197, 0x4dc1, 0xa5, 0x84, 0xcf, 0x44, 0xd9, 0x70, 0x6d, 0xb2)
// Experimental (VKD3D_D4R_LINEAR_TEXTURES=1 in the patched vkd3d-proton): the dedicated, exportable memory
// behind a linear-tiled texture and the layout of its only subresource.
MIDL_INTERFACE("7b1e5d0a-93c4-4e8f-b6a2-51c08f2e4d73")
ID3D12DXVKInteropDeviceD4R3 : public ID3D12DXVKInteropDeviceD4R2
{
virtual HRESULT STDMETHODCALLTYPE GetVulkanLinearImageInfo(ID3D12Resource* resource, UINT64* memory, UINT64* memorySize,
UINT64* offset, UINT64* rowPitch) = 0;
};
__CRT_UUID_DECL(ID3D12DXVKInteropDeviceD4R3, 0x7b1e5d0a, 0x93c4, 0x4e8f, 0xb6, 0xa2, 0x51, 0xc0, 0x8f, 0x2e, 0x4d, 0x73)