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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@@ -32,6 +32,10 @@
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# Accuracy texture sets go in accuracy/<target>/, built with D4R_PREFER_ACCURACY=1.
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# D4R_ZLUDA_EMIT d4r_emit from the patched ZLUDA build; required in full builds when an accuracy
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# texture set or L's unfolded texture variants are not supplied in D4R_BUNDLE_TEX.
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# D4R_BUNDLE_ENGINE optional: the native engine's preset K model (the folder engine/compile_k.py wrote),
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# packaged as d4r/engine/k for d4r.ini [Engine]. Only d4r's shaders are taken from it: the
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# weights and reconstruction table are values read from NVIDIA's DLSS and are never packaged,
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# in any variant. Users produce them from their own nvngx_dlss.dll (engine/README.md).
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# D4R_BUNDLE_NVIDIA=installer (default) ships install.sh instead of NVIDIA DLLs, retaining texture kernels.
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# D4R_BUNDLE_NVIDIA=1 bundles both DLLs; =0 omits DLLs and texture kernels (nonvidia ZIP).
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set -euo pipefail
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@@ -119,6 +123,16 @@ if [[ "$VARIANT" != clean ]]; then
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else
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printf 'Put NVIDIA'"'"'s NGX runtime, _nvngx.dll, in this folder (see D4R_README.txt).\r\n' > "$STAGE/d4r/ngx/README.txt"
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fi
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if [[ -n "${D4R_BUNDLE_ENGINE:-}" ]]; then
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for f in input_k.spv output_k.spv exposure_k0.spv exposure_k1.spv; do
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[[ -f "$D4R_BUNDLE_ENGINE/$f" ]] || { echo "D4R_BUNDLE_ENGINE lacks $f (run engine/compile_k.py)" >&2; exit 2; }
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done
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mkdir -p "$STAGE/d4r/engine/k"
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cp "$D4R_BUNDLE_ENGINE"/*.spv "$STAGE/d4r/engine/k/"
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# d4r's own shader-revision marker; every other .bin in the model holds values read from NVIDIA's DLSS
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[[ ! -f "$D4R_BUNDLE_ENGINE/direct_origins.bin" ]] || cp "$D4R_BUNDLE_ENGINE/direct_origins.bin" "$STAGE/d4r/engine/k/"
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printf 'The native engine needs weights.bin, offsets.bin and lut.bin here (see D4R_README.txt).\r\n' > "$STAGE/d4r/engine/k/README.txt"
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fi
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IFS=: read -r -a DLLS <<< "$D4R_DLSS_DLLS"
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# one folder per target; RDNA4 targets also get <target>-fp8 (native FP8 WMMA, d4r.ini NativeFp8), which the
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# bridge serves instead when that setting is on
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@@ -253,3 +267,6 @@ rm -f "$OUT/$NAME.zip"
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(cd "$STAGE" && find . -type f | LC_ALL=C sort | sed 's|^\./||' | zip -q -X -9 "$OUT/$NAME.zip" -@)
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(cd "$OUT" && sha256sum "$NAME.zip" > "$NAME.zip.sha256")
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printf 'Built %s (%s)\n' "$OUT/$NAME.zip" "$(du -h "$OUT/$NAME.zip" | cut -f1)"
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if [[ "$VARIANT" == full ]]; then
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echo "This zip contains NVIDIA's DLLs and kernels built from NVIDIA's code. Do not publish or share it." >&2
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fi
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