Add experimental preset L and fix DLSS resource lifetimes and waits
- Build L texture variants and complete older release kernel bundles. - Add selective Swin encoder fallback to reduce L/M motion trails. - Add opt-in GPU motion-vector dilation for thin geometry and sky gaps. - Replace GPU input waits with cancellable readiness polling and use sleeping event queries for completion. - Retain recorded resources through command allocator completion, defer shutdown until cleanup, and preserve unfinished output synchronization. - Extend lifecycle harness checks and add event, model and motion tests. - Update configuration defaults, build scripts and release documentation.
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@@ -5,6 +5,18 @@
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#include <stdlib.h>
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#include <string.h>
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static int d4r_native_swin_encoders_enabled(void)
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{
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const char* value = getenv("D4R_NATIVE_SWIN_ENCODERS");
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return value == NULL || strcmp(value, "0") != 0;
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}
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static int d4r_native_kernel_allowed(const char* name)
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{
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return d4r_native_swin_encoders_enabled() ||
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(strcmp(name, "rrlite_enc1_4x4") != 0 && strcmp(name, "rrlite_enc2_4x4") != 0);
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}
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static int d4r_apply_accuracy_policy(void)
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{
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const char* prefer = getenv("D4R_PREFER_ACCURACY");
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