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