Implement NGX's Vulkan API over the existing CUDA backend. Compute shaders
pack the game's sampled images into buffers shared with CUDA (device-local
memory exported through the Wine bridge), and a device event in the game's
command buffer holds its queue until the result is written back, keeping
frame age at zero. DLSS reads inputs through pitch-linear textures and its
native output kernel writes the shared buffer directly; input and
completion waits are adaptive.
Make it work across engines: shared buffers are concurrent over every
compute-capable queue family (Indiana Jones records DLSS on async compute),
depth kept in an R32F colour image is accepted under a depth aspect, and the
extension-requirement query allows a null list. Spare buffer sets are
imported on the first frame and never while a frame is pending, since an
import can block on GPU work that is waiting for us; host staging covers any
shortfall.
Fix two exit hazards. A game quitting without NGX shutdown left the GPU
waiting on an event that only a killed thread would set, resetting the ring
10 s later: the bridge now runs a shim hook before teardown and skips all
CUDA destroy/sync calls once Wine is shutting the process down. The shim's
own entry point skips CRT static destructors at process termination, where
locks held by killed threads made the exit spin forever.
Add a Vulkan DLSS harness (dynamic, recreate, discard, invalid, exit,
compute-queue and in-flight modes), staging/depth probes, ABI/config tests,
and an OptiScaler settings overlay for Vulkan games.
- Fix Cyberpunk 2077 preset-K black artifacts by preserving FP16/FP64
denormal requirements while limiting denormal suppression to FP32.
- Fix stale direct-output redirects after array destruction, preventing
reused handles from inheriting an earlier feature's output buffer.
- Log rejected resource formats and dimensions, including failures after
startup, with rate limiting for repeated errors.
- Add opt-in blocking output synchronization with a dedicated bridge
export and fallback to context synchronization.
- Report output-wait CPU and wall time, and defer GPU timing queries
until asynchronous evaluation has completed. The CPU-overhead
mitigation for #7 still needs reporter confirmation.
- Reject release libraries requiring GLIBC newer than the configured
baseline, defaulting to 2.41, and document compatible builds.
Validation: shim and bridge builds pass; targeted redirect-lifetime and
format-logging checks pass.
Fixes#5Fixes#8
Refs #7