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]>
This commit is contained in:
woutermans committed 2026-10-10 20:54:01 +02:00
1 parent 16cfc1f063
commit e0d1549a21
82 files changed
+13335 -96

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@@ -102,9 +102,7 @@ In the game, pick DLSS as the upscaler (OptiScaler intercepts it). Every setting
scripts/fetch_rocm_runtime.sh # -> ~/.cache/d4r-rocm-runtime (AMD's ROCm 7.2.4 runtime, checksummed)
D4R_OPTISCALER=/path/to/OptiScaler_0.9.4.7z \
D4R_DLSS_DLLS=/path/to/310.7/nvngx_dlss.dll:/path/to/310.9/nvngx_dlss.dll \
D4R_BUNDLE_DLSS=/path/to/nvngx_dlss.dll D4R_BUNDLE_NGX=/path/to/_nvngx.dll D4R_BUNDLE_TEX=kernels/out/native \
D4R_ZLUDA_DIR=~/.cache/d4r-zluda-current D4R_VKD3D_DIR=~/.cache/d4r-vkd3d-d4r D4R_ROCM_DIR=/opt/rocm \
D4R_ZLUDA_EMIT=/path/to/zluda/target/release/examples/d4r_emit \
scripts/package_release.sh # -> dist/d4r-<version>.zip
```
@@ -113,6 +111,7 @@ The script:
- writes the kernel manifest from the DLLs you list (it records hashes of their PTX, nothing else);
- stages OptiScaler as `dxgi.dll` with the settings in `packaging/optiscaler.settings`, applied by `scripts/configure_optiscaler.py`; both full and clean ZIPs set `NvngxPath=d4r\nvngx.dll` explicitly, retaining `OptiDllPath=d4r` for other libraries;
- includes `install.sh` instead of NVIDIA's two DLLs by default, retaining any supplied texture kernels (built from NVIDIA's PTX by `kernels/build.sh tex`); builds accuracy texture sets with `D4R_ZLUDA_EMIT` unless marked prebuilt sets are supplied in `D4R_BUNDLE_TEX/accuracy/<target>`;
- with `D4R_BUNDLE_ENGINE`, adds the native engine's shaders as `d4r/engine/k`; the model's weights and tables are never packaged;
- zips the result together with the ZLUDA and vkd3d-proton builds, the ROCm runtime (as `d4r/rocm`), `packaging/d4r.ini`, the licenses and the patches.
`D4R_BUNDLE_NVIDIA=installer` is the default: the ZIP includes `install.sh`, and users run `bash install.sh` after extraction to fetch the pinned official NVIDIA DLLs. This mode requires `D4R_BUNDLE_DLSS` to match the DLSS 310.7.0 SHA-256 pinned in the installer, so bundled texture kernels match the downloaded library; `D4R_BUNDLE_NGX` is only needed with `D4R_BUNDLE_NVIDIA=1`, which retains the old DLL-bundling mode.