Commit Graph
2 Commits
Author SHA1 Message Date
woutermans 87365077e0 Add experimental packed and in-place DLSS output
- Tag redirected surfaces as R10G10B10A2 ('R3') as well as RGBA16F ('R2'), and
  let the native output kernel store the game's R10G10B10A2 texels itself.
- Import linear, exportable game textures (vkd3d-proton patch 0003) into HIP
  so the output kernel writes the game's output texture with no game-side copy.
- Add ID3D12DXVKInteropDeviceD4R3 with GetVulkanLinearImageInfo.
- Gate both paths behind D4R_SHIM_OUTPUT_PACKED and D4R_SHIM_INPLACE, and use
  them only for split frames of preset M whose output kernel honours the redirect.
- Convert on the host when a recorded packed frame finds the wrong kernel.
- Give the harness an R10G10B10A2 output, and add D4R_SHIM_SPIN_POLL so
  frame timing is not quantised to the poll sleep.
- Document the measured removal of the output copies in performance.md.
2026-10-07 11:00:26 +02:00
ayo f66cccaf28 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.
2026-10-02 00:30:46 -04:00