Engine: native presets K and M in the D3D12 shim, wider game coverage
A standalone Vulkan inference engine (engine/) for DLSS presets K and M that runs from weights extracted from the user's own nvngx_dlss.dll, with d4r's own input, network and reconstruction shaders or the native HIP network layers, recorded into the game's command list by the shim. Opt-in ([Engine] Enabled / D4R_ENGINE=1); anything uncovered falls back to the CUDA/ZLUDA path with the reason logged. Byte-identical to NGX's CUDA backend under the phase-capable reference (1706x960 -> 2560x1440, native HIP network, eleven frames, RX 9070 XT): - K render- and display-resolution motion vectors, HDR and LDR - K game-supplied exposure and automatic exposure with any pre-exposure and exposure scale (one residual: effective exposure exactly 2 or 4) - K and M with the DLSS indicator's inverted-axis parameters - M with any exposure settings (NGX ignores them for M) K packages need the current compile_k.py (marker D4RO0003). Also: HIP shared buffers are pooled across feature recreation (ROCm leaks destroyed imports), hipnet.bin must match the preset, M-only games do not load the K model, install_d4r_runtime.sh stages k, k-ldr, m, m-ldr with hip/, the activation table has a generator (gen_activation_m.py), and package_release.sh can bundle the engine's shaders (never its weights). Signed-off-by: woutermans <[email protected]>
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@@ -8,6 +8,8 @@
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*.cubin
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*.fatbin
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*.nvngx
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# NVIDIA's NGX/DLSS SDK headers (the probes in tools/ build against the user's own copy)
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nvsdk_ngx*.h
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# Local captures, dumps, traces, and build products
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/captures/
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@@ -35,4 +37,11 @@ videos/
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/kernels/out/
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*.hsaco
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*.ptx
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/kernels/extracted/
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/kernels/extracted/
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# Native engine models: weights and tables read from NVIDIA's DLSS, and shaders compiled next to them
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weights.bin
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offsets.bin
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lut.bin
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hipnet.bin
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model.json
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*.spv
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