Fix DLSS artifacts and improve synchronization diagnostics
- Fix Cyberpunk 2077 preset-K black artifacts by preserving FP16/FP64 denormal requirements while limiting denormal suppression to FP32. - Fix stale direct-output redirects after array destruction, preventing reused handles from inheriting an earlier feature's output buffer. - Log rejected resource formats and dimensions, including failures after startup, with rate limiting for repeated errors. - Add opt-in blocking output synchronization with a dedicated bridge export and fallback to context synchronization. - Report output-wait CPU and wall time, and defer GPU timing queries until asynchronous evaluation has completed. The CPU-overhead mitigation for #7 still needs reporter confirmation. - Reject release libraries requiring GLIBC newer than the configured baseline, defaulting to 2.41, and document compatible builds. Validation: shim and bridge builds pass; targeted redirect-lifetime and format-logging checks pass. Fixes #5 Fixes #8 Refs #7
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@@ -88,3 +88,12 @@ The release zip (`scripts/package_release.sh`) is unpacked into the folder that
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## Logs
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The launcher writes each run's logs to `~/.cache/d4r-dlss-captures/game-<exe>-<time>/`. `d4r_nvngx.log` holds the shim's log. With `[Debug] Profile = true` it also records one `D4R_PROFILE` line per frame, with the stage timings.
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For a CPU-use A/B check, set `D4R_SHIM_BLOCKING_SYNC = 1` under `[Env]` in the game's `d4r.ini`.
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The VRAM path then requests a blocking event wait for its null-stream output. If ZLUDA and HIP
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honour the event flag, the waiting thread yields the CPU; an unavailable or failed event falls back
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to the original context sync. This is opt-in because it changes the wait scope and may add wakeup
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latency. The profile reports `output_sync_wall`, `output_sync_cpu`, and `output_sync_blocking`;
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compare CPU use and frame rate in the same scene.
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The `d2h` field on this path includes the output synchronization wait, even when direct output
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skips the array-to-buffer copy.
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@@ -27,6 +27,13 @@ cp target/release/libnvcuda.so ~/.cache/d4r-zluda-current/
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ln -sf libnvcuda.so ~/.cache/d4r-zluda-current/libcuda.so
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```
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Build the release ZLUDA library on a system or in a container with GLIBC 2.41 or older. A binary
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linked on a newer system can require newer GLIBC symbols even when the ZLUDA source does not need new
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GLIBC features. Before packaging, check it with
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`scripts/check_glibc_compat.sh 2.41 /path/to/libnvcuda.so`. The release packager runs the same
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check on ZLUDA, the Wine CUDA bridge, and every bundled ROCm library. Test the rebuilt library
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with the D3D12 harness and in a game before publishing a release.
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The launcher looks for ZLUDA in `D4R_ZLUDA_DIR` (default `~/.cache/d4r-zluda-current`, or `ZludaDir` in d4r.ini).
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What the patches add:
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