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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@@ -7,6 +7,11 @@ set -euo pipefail
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# bin/d4r_nvngx.dll D3D12-to-CUDA NGX core shim (OptiScaler NvngxPath target)
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# ngx/_nvngx.dll official NGX core
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# dlss/nvngx_dlss.dll official DLSS SR feature DLL (also copied into bin/)
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# engine/k/, k-ldr/ models of preset K for the native engine ([Engine] in d4r.ini), when D4R_ENGINE_MODEL /
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# D4R_ENGINE_MODEL_LDR name the folders engine/compile_k.py wrote (--ldr for the second)
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# engine/m/, m-ldr/ models of preset M, when D4R_ENGINE_MODEL_M / D4R_ENGINE_MODEL_M_LDR name the folders
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# engine/compile_m.py wrote
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# Each model folder is copied whole, with the native HIP network's hipnet.bin and hip/ when built with --hip.
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# usage: install_d4r_runtime.sh PATH_TO_NGX_CORE_DLL PATH_TO_NVNGX_DLSS_DLL
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if [[ $# -ne 2 ]]; then
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printf 'usage: %s PATH_TO_NGX_CORE_DLL PATH_TO_NVNGX_DLSS_DLL\n' "$0" >&2
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@@ -25,5 +30,22 @@ copy_unless_same "$2" "$RUNTIME/dlss/nvngx_dlss.dll"
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# The NGX core's CUDA init ignores the feature search paths it is given and
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# scans the directory of the module that calls it, i.e. the shim's.
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cp -f "$RUNTIME/dlss/nvngx_dlss.dll" "$RUNTIME/bin/nvngx_dlss.dll"
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# K and M models; the -ldr variants serve games without the HDR flag
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for variant in k k-ldr m m-ldr; do
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case "$variant" in
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k) source_dir="${D4R_ENGINE_MODEL:-}" required="weights.bin offsets.bin lut.bin input_k.spv output_k.spv exposure_k0.spv exposure_k1.spv" compiler=compile_k.py ;;
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k-ldr) source_dir="${D4R_ENGINE_MODEL_LDR:-}" required="weights.bin offsets.bin lut.bin input_k.spv output_k.spv" compiler="compile_k.py --ldr" ;;
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m) source_dir="${D4R_ENGINE_MODEL_M:-}" required="offsets.bin enc0_m.spv" compiler=compile_m.py ;;
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m-ldr) source_dir="${D4R_ENGINE_MODEL_M_LDR:-}" required="offsets.bin enc0_m.spv" compiler="compile_m.py --ldr" ;;
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esac
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[[ -n "$source_dir" ]] || continue
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for f in $required; do
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[[ -f "$source_dir/$f" ]] || { printf '%s lacks %s (run engine/%s)\n' "$source_dir" "$f" "$compiler" >&2; exit 2; }
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done
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rm -rf "$RUNTIME/engine/$variant"
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mkdir -p "$RUNTIME/engine"
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cp -r "$source_dir" "$RUNTIME/engine/$variant"
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printf 'Installed the native engine model in %s\n' "$RUNTIME/engine/$variant"
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done
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sha256sum "$RUNTIME"/ngx/_nvngx.dll "$RUNTIME"/dlss/nvngx_dlss.dll
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printf 'Installed d4r runtime in %s\n' "$RUNTIME"
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