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

No files matched your search

+51
View File
@@ -0,0 +1,51 @@
// Adapter between a game's own textures and the preset K engine. Everything is recorded into the
// game's command buffer: direct texture access (or format conversion), inference and output.
#pragma once
#include "runtime.h"
namespace d4r {
struct GameImage {
VkImage image = VK_NULL_HANDLE;
VkFormat format = VK_FORMAT_UNDEFINED;
VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL; // at record time; must match the supplied sampled views or allow transfers
VkImageAspectFlags aspect = VK_IMAGE_ASPECT_COLOR_BIT;
uint32_t x = 0, y = 0; // origin of the used rectangle
// Optional compatible sampled view (inputs) or RGBA16F/RGB10A2 storage view (output, GENERAL).
// The caller guarantees usage/format compatibility and keeps image + view alive until adapter destruction.
// Null selects the existing copy/conversion path. Sampled views use layout above.
VkImageView view = VK_NULL_HANDLE;
};
struct GameFrame {
GameImage color, depth, motion, output;
// Optional 1x1 float exposure (texel 0 is read): the game's value replaces measurement. Exclusive with settings.autoExposure.
GameImage exposure;
FrameSettings settings; // render size, jitter, motion scale, reset
};
// Formats record() converts. Depth may be a depth-aspect D32 image or a one-channel colour image.
bool gameColorFormat(VkFormat format);
bool gameMotionFormat(VkFormat format);
bool gameDepthFormat(VkFormat format, VkImageAspectFlags aspect);
bool gameOutputFormat(VkFormat format);
class GameUpscaler {
public:
// The model must outlive this object. Inputs up to maxRenderWidth x maxRenderHeight. With an external
// network (ExternalNetwork) the eleven layers run outside the engine and the game's command list is split
// around them (recordFront/recordBack); without one record() runs the whole network.
GameUpscaler(Model& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
uint32_t maxRenderWidth, uint32_t maxRenderHeight, const ExternalNetwork* external = nullptr);
~GameUpscaler(); // only once every recorded frame has completed on the GPU
GameUpscaler(const GameUpscaler&) = delete;
GameUpscaler& operator=(const GameUpscaler&) = delete;
// Frames may be recorded while earlier ones are still queued; they must execute in recording order.
void record(VkCommandBuffer command, const GameFrame& frame);
// With an external network: the part before it (input copies, exposure, input stage; writes the tokens) and
// the part after it (final store; reads the head). The network runs between the two on the GPU and the
// caller orders them (the shim splits the game's command list there).
void recordFront(VkCommandBuffer command, const GameFrame& frame);
void recordBack(VkCommandBuffer command, const GameFrame& frame);
private:
struct Impl;
std::unique_ptr<Impl> impl;
};
} // namespace d4r