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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// Adapter between a game's own textures and the preset K engine. Everything is recorded into the
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// game's command buffer: direct texture access (or format conversion), inference and output.
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#pragma once
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#include "runtime.h"
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namespace d4r {
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struct GameImage {
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VkImage image = VK_NULL_HANDLE;
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VkFormat format = VK_FORMAT_UNDEFINED;
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VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL; // at record time; must match the supplied sampled views or allow transfers
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VkImageAspectFlags aspect = VK_IMAGE_ASPECT_COLOR_BIT;
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uint32_t x = 0, y = 0; // origin of the used rectangle
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// Optional compatible sampled view (inputs) or RGBA16F/RGB10A2 storage view (output, GENERAL).
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// The caller guarantees usage/format compatibility and keeps image + view alive until adapter destruction.
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// Null selects the existing copy/conversion path. Sampled views use layout above.
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VkImageView view = VK_NULL_HANDLE;
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};
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struct GameFrame {
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GameImage color, depth, motion, output;
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// Optional 1x1 float exposure (texel 0 is read): the game's value replaces measurement. Exclusive with settings.autoExposure.
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GameImage exposure;
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FrameSettings settings; // render size, jitter, motion scale, reset
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};
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// Formats record() converts. Depth may be a depth-aspect D32 image or a one-channel colour image.
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bool gameColorFormat(VkFormat format);
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bool gameMotionFormat(VkFormat format);
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bool gameDepthFormat(VkFormat format, VkImageAspectFlags aspect);
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bool gameOutputFormat(VkFormat format);
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class GameUpscaler {
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public:
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// The model must outlive this object. Inputs up to maxRenderWidth x maxRenderHeight. With an external
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// network (ExternalNetwork) the eleven layers run outside the engine and the game's command list is split
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// around them (recordFront/recordBack); without one record() runs the whole network.
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GameUpscaler(Model& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
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uint32_t maxRenderWidth, uint32_t maxRenderHeight, const ExternalNetwork* external = nullptr);
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~GameUpscaler(); // only once every recorded frame has completed on the GPU
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GameUpscaler(const GameUpscaler&) = delete;
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GameUpscaler& operator=(const GameUpscaler&) = delete;
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// Frames may be recorded while earlier ones are still queued; they must execute in recording order.
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void record(VkCommandBuffer command, const GameFrame& frame);
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// With an external network: the part before it (input copies, exposure, input stage; writes the tokens) and
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// the part after it (final store; reads the head). The network runs between the two on the GPU and the
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// caller orders them (the shim splits the game's command list there).
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void recordFront(VkCommandBuffer command, const GameFrame& frame);
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void recordBack(VkCommandBuffer command, const GameFrame& frame);
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private:
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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} // namespace d4r
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