engine: Super Resolution presets E and F, the DLSS 3 CNN, on RDNA2
Presets E (5) and F (6) run on d4r's own Vulkan engine without cooperative matrices: the input and reconstruction kernels translated from the user's DLL (engine/compile_sr_e.py, rr/ptx2rr.py), the network engine/sr/e_net.comp with packed v_pk_fma_f16 accumulation (engine/cnn_sr/mma_f16.glsl, the default head; --head-accumulation f32 keeps the f32 head). Runtime runtime_e.inc (EModel/EEngine), game adapter game_e.cpp, replay d4r-e; the shim serves them from engine\e and engine\f (D4R_ENGINE_MODEL_E_DIR / _F_DIR), LDR or HDR, any render size, not with AutoExposure. build-engine-models.sh builds both. Translator fixes that apply to every translated kernel: .relu on f16/f16x2 fma/add/mul was ignored; add.rz was always taken for the roundf idiom (lost the log1pf correction term); formatted image stores expand at the call site (SPIR-V image type fix); f16 mma.sync m16n8k8/k16, .const loads, shared 16-bit stores, aligned 32-bit arena words (D4R_WORD_ARENA), unified arena. Steam Deck gfx1033: 2.55 ms at 640x360 -> 1280x720, 6.20 ms at 1080p output; Rounded Quality sizes take mid_3x3 (reconstruction 2.44 -> 1.23 ms). Ray Reconstruction CNN presets A-C (compile_rr3.py, the packed RR flavor) stay out of this commit; engine/README.md already documents their tuning.
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@@ -25,9 +25,12 @@ GameExe =
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; K | 4 | DLAA / Quality / Balanced | Default; faster alternative to M/L
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; M | 4.5 | Performance | More demanding on RDNA3
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; L | 4.5 | Ultra Performance | Especially 4K; experimental
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; E | 3 CNN | Quality / Balanced / Performance | Legacy faster fallback
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; E | 3 CNN | Quality / Balanced / Performance | Legacy faster fallback; the engine's choice on RDNA2
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; F | 3 CNN | DLAA / Ultra Performance | Deprecated; prefer K or L
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;
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; On the engine ([Engine]) E and F run from engine\e and engine\f (build-engine-models.sh) without cooperative
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; matrices, so they are the models for RDNA2 GPUs (Steam Deck: about 5 ms at 640x360 -> 1280x720).
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;
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; Select the upscaling mode separately in game/OptiScaler. These are recommendations;
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; other modes are allowed. L requires the L texture build.
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; Aliases: CNN = E, DLSS4 = K, DLSS4.5 = M. A/B/C/D/G/J use K in this DLL version.
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@@ -134,12 +137,15 @@ EvalSync = false
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MarkerPollUs = auto
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[Engine]
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; Experimental. Runs DLSS 4 and 4.5 (models K, L and M) on d4r's own Vulkan inference engine instead of NVIDIA's
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; Experimental. Runs DLSS 4 and 4.5 (models K, L and M) and DLSS 3's CNN (models E and F) on d4r's own Vulkan
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; inference engine instead of NVIDIA's
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; kernels through ZLUDA: the whole evaluation is recorded into the game's own command list, the game shows the
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; result of the frame it just rendered, and FrameAge and the [Interop] hand-off settings do not apply.
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; Needs VkD3DDir, a driver with VK_KHR_cooperative_matrix (Mesa RADV on RDNA3/RDNA4) and the model folders
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; (RuntimeDir/engine/k, k-ldr, m, m-ldr, l, l-ldr; scripts/install_d4r_runtime.sh). A game or setting the engine
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; does not cover uses the normal path, with the reason in d4r_nvngx.log: other models than K, L and M,
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; (RuntimeDir/engine/k, k-ldr, m, m-ldr, l, l-ldr; scripts/install_d4r_runtime.sh). E and F (engine/e, engine/f;
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; D4R_ENGINE_MODEL_E_DIR, D4R_ENGINE_MODEL_F_DIR) need no cooperative matrices: they run on RDNA2 (Steam Deck)
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; too, from any render size and HDR or LDR, but not with AutoExposure. A game or setting the engine
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; does not cover uses the normal path, with the reason in d4r_nvngx.log: other models than E, F, K, L and M,
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; display-resolution motion vectors with L or M, or a K model built before the current engine/compile_k.py for display-resolution
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; motion, non-inverted depth or exposure supplied by the game. Details and measurements: engine/README.md.
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; (D4R_ENGINE)
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