Commit Graph
4 Commits
Author SHA1 Message Date
itchyfeetleech 60da7b9019 vulkan: run the engine on the game's device, without staging
Native Vulkan NGX callers now get d4r's own network for presets K, M and L,
recorded straight into the caller's command buffer on the game's VkDevice with
the same GameUpscaler/GameUpscalerM adapters the D3D12 path uses through
vkd3d-proton. No CPU staging, CUDA evaluation or host wait. D4R_VULKAN_ENGINE=0
keeps the staging path, and anything the engine does not cover still goes there
with a logged reason.

- Inputs are sampled through the caller's views (SHADER_READ_ONLY_OPTIMAL, or
  GENERAL with D4R_VULKAN_INPUT_GENERAL=1); depth/stencil views get a depth-only
  view. The output must be an RGBA16F (or RGB10A2 with an RGB10 model) storage
  image the engine writes directly, since the resource contract gives STORAGE
  usage only.
- Every recording ends with an event; engine objects of a released feature are
  destroyed once all recorded events fired, or at shutdown.
- GetFeatureDeviceExtensionRequirements reports VK_KHR_cooperative_matrix and
  VK_EXT_shader_float8 where available. It applies d4r.ini first: games ask
  before NGX init, and engine_requested() would otherwise cache "off".
- The engine accepts R16G16_SNORM motion vectors (Enshrouded).
- Engine model loaders accept a native device (VulkanInterop::native).
- Harness: D4R_HARNESS_ENGINE_DEVICE=1 (1.3 device with the engine's
  features), D4R_HARNESS_ALLOW_BLACK=1 (staging K's black reset frame).

Harness vs the staging path (RX 9070, GE-Proton11-7, 640x360 -> 1280x720):
K 99.6 % bit-identical, rest within one half-float ulp; M 52.7 dB, L 54.3 dB
PSNR; dynamic, recreate and discard pass for K and M. In game, Enshrouded runs
preset M on this path (docs/vulkan.md, SUPPORTED_GAMES.md).

Signed-off-by: itchyfeetleech <[email protected]>
2026-10-18 14:45:41 +13:00
ayo 34e6b0fe71 rr: add FSR Ray Regeneration, exact RDNA3 inference and motion experiments
Add an experimental FSR Ray Regeneration backend for D3D12 RR requests:
- Convert depth, motion, normals and albedos into AMD denoiser inputs.
- Split and recompose diffuse/specular signals, then run Super Sampling.
- Add stability/detail controls, demodulation guards and halo limiting.
- Handle AMD provider discovery under NVIDIA GPU spoofing.
- Add runtime probes, synthetic reference scenes and per-dispatch profiling.

Add exact gfx11 DLSS-RR inference using f16 cooperative matrices:
- Reproduce FP8 conversions, accumulation and camera reprojection arithmetic.
- Widen model weights and avoid requiring VK_EXT_shader_float8.
- Extend model building, replay tools and descriptor metadata.

Expand motion preprocessing and experimental AW2 native-motion support:
- Add tiled LDS dilation, padded allocation handling and thin-only sky fill.
- Order dilation with input waits and NGX on the selected stream.
- Add jitter-aligned native composition, hybrid routing and wire history repair.
- Add prepared masks, sparse repair and independent motion/repair controls.

Add optional fused R11G11B10 input/output conversion, sampled stage timings
and profile summarization. Extend configuration, packaging, documentation,
FidelityFX headers and CPU/GPU regression coverage.
2026-10-16 04:55:25 -04:00
woutermans 30472ae195 Fix the rebase onto the native engine: Vulkan frontend staging, RR gating, lazy RR debug stages
The native Vulkan frontend stages packed rows and refuses Ray Reconstruction, whose guides it
does not stage. make_ptx loads the denoiser's per-layer debug stages only when one is
requested, so builds without the denoiser's PTX corpus (preset L's texture kernels) work.
2026-10-12 12:47:53 +02:00
ayo 694a7a0126 Add experimental native Vulkan DLSS frontend
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.
2026-10-09 02:57:23 -04:00