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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#include "game_m.h"
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#include "game_internal.h"
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namespace d4r {
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struct GameUpscalerM::Impl {
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MModel& model;
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MEngine engine;
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uint32_t width, height, outputWidth, outputHeight;
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game_detail::CanonicalInputs fallback;
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bool started = false;
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Impl(MModel& m, VkPhysicalDevice p, VkDevice d, uint32_t ow, uint32_t oh, uint32_t rw, uint32_t rh, const ExternalNetwork* external)
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: model(m), engine(m, rw, rh, ow, oh, external), width(rw), height(rh), outputWidth(ow), outputHeight(oh),
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fallback(p, d, rw, rh, rw, rh) {}
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void inputs(VkCommandBuffer cb, const GameFrameM& frame);
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void result(VkCommandBuffer cb, const GameFrameM& frame);
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};
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GameUpscalerM::GameUpscalerM(MModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
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uint32_t renderWidth, uint32_t renderHeight, const ExternalNetwork* external)
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: impl(std::make_unique<Impl>(model, physical, device, outputWidth, outputHeight, renderWidth, renderHeight, external)) {}
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GameUpscalerM::~GameUpscalerM() = default;
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// the game's inputs into the engine's images, and the frame's settings
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void GameUpscalerM::Impl::inputs(VkCommandBuffer cb, const GameFrameM& frame) {
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auto& g = *this;
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const uint32_t w = g.width, h = g.height;
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if (!gameColorFormat(frame.color.format) || !gameMotionFormat(frame.motion.format) ||
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!gameDepthFormat(frame.depth.format, frame.depth.aspect) || !gameOutputFormat(frame.output.format))
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throw std::runtime_error("unsupported game texture format");
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// Nonzero input origins retain conversion copies until M's shader parameter blocks carry origins.
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const bool directColor = frame.color.view != VK_NULL_HANDLE && !frame.color.x && !frame.color.y;
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const bool directMotion = frame.motion.view != VK_NULL_HANDLE && !frame.motion.x && !frame.motion.y;
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const bool directDepth = frame.depth.view != VK_NULL_HANDLE && !frame.depth.x && !frame.depth.y;
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const bool directOutput = game_detail::directOutput(frame.output, frame.color, frame.motion, frame.depth, g.model.hasRgb10Output()) &&
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!frame.output.x && !frame.output.y;
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if (!g.started) {
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if (!g.model.uploadRecorded()) g.model.recordUpload(cb);
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g.engine.recordInitialize(cb);
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g.started = true;
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}
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g.fallback.record(cb, frame.color, frame.motion, frame.depth, w, h, w, h, directColor, directMotion, directDepth);
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MFrameSettings s;
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s.jitter[0] = frame.jitter[0]; s.jitter[1] = frame.jitter[1];
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s.motionScale[0] = frame.motionToRender[0]; s.motionScale[1] = frame.motionToRender[1];
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s.motionOffset[0] = frame.motionOffset[0]; s.motionOffset[1] = frame.motionOffset[1];
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s.reset = frame.reset; s.depthInverted = frame.depthInverted;
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FrameImages images{};
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images.color = directColor ? frame.color.view : g.fallback.color.view;
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images.motion = directMotion ? frame.motion.view : g.fallback.motion.view;
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images.depth = directDepth ? frame.depth.view : g.fallback.depth.view;
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images.colorLayout = directColor ? frame.color.layout : VK_IMAGE_LAYOUT_GENERAL;
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images.motionLayout = directMotion ? frame.motion.layout : VK_IMAGE_LAYOUT_GENERAL;
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images.depthLayout = directDepth ? frame.depth.layout : VK_IMAGE_LAYOUT_GENERAL;
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g.engine.setFrame(images, s, directOutput ? FrameOutput{frame.output.view, frame.output.format} : FrameOutput{});
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}
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void GameUpscalerM::Impl::result(VkCommandBuffer cb, const GameFrameM& frame) {
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auto& g = *this;
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if (game_detail::directOutput(frame.output, frame.color, frame.motion, frame.depth, g.model.hasRgb10Output()) && !frame.output.x && !frame.output.y) return;
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game_detail::copyOutput(cb, g.engine.outputImage(), frame.output, g.outputWidth, g.outputHeight);
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}
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void GameUpscalerM::record(VkCommandBuffer cb, const GameFrameM& frame) {
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impl->inputs(cb, frame);
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impl->engine.recordFrame(cb); // begins and ends with barriers against all other work
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impl->result(cb, frame);
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}
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void GameUpscalerM::recordFront(VkCommandBuffer cb, const GameFrameM& frame) {
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impl->inputs(cb, frame);
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impl->engine.recordFront(cb);
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}
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void GameUpscalerM::recordBack(VkCommandBuffer cb, const GameFrameM& frame) {
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impl->engine.recordBack(cb);
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impl->result(cb, frame);
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}
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} // namespace d4r
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