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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@@ -97,6 +97,29 @@ ElideNgxSync = true
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EvalSync = false
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MarkerPollUs = 200
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[Engine]
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; Experimental. Runs DLSS 4 and 4.5 (models K and M) on d4r's own Vulkan 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; scripts/install_d4r_runtime.sh). A game or setting the engine does not
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; cover uses the normal path, with the reason in d4r_nvngx.log: other models than K and M, display-resolution
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; motion vectors with 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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Enabled = false
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; The model K folder for games with the HDR flag: the folder engine/compile_k.py writes (weights extracted
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; from your nvngx_dlss.dll plus d4r's shaders). auto = RuntimeDir/engine/k, where scripts/install_d4r_runtime.sh
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; puts D4R_ENGINE_MODEL. The other folders: D4R_ENGINE_MODEL_LDR_DIR, D4R_ENGINE_MODEL_M_DIR and
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; D4R_ENGINE_MODEL_M_LDR_DIR. (D4R_ENGINE_MODEL_DIR)
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ModelDir = auto
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; Where the network between the engine's Vulkan stages runs (K and M). hip = d4r's native HIP layer kernels
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; (M: about 1.7x faster than the shader, 3.8 instead of 5.5 ms per frame at 1080p -> 4K on an RX 9070 XT);
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; the game's command list is split around the network like a split frame, so it needs VkD3DDir, the CUDA
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; bridge and a model built with --hip. vulkan = the engine's cooperative-matrix shader, everything in one
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; command list. auto and hip = hip when available, else vulkan (the log says why). (D4R_ENGINE_NETWORK)
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Network = auto
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[Paths]
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; auto = defaults of scripts/d4r_proton_env.sh
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RuntimeDir = auto
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