- [Interop] MarkerPollUs = auto is the new default: the input-marker wait learns when
each feature's inputs become ready, sleeps in <=200 us chunks, yields near the
prediction and backs off when late (d4r_input_wait.h); a number keeps fixed pacing
(0 yields). d4r_config.py no longer exports 200 when the key is unset
- D4R_SHIM_GPU_INPUT_WAIT=1 (experimental, split VRAM, age 0): NGX's null stream
waits on a coherent Vulkan word imported into HIP (d4rStreamWaitValue32Eq) instead
of CPU polling. The original readback marker stays the authority; a CPU watchdog
releases discarded lists and timeouts. Denoiser, verify, capture and dilation
frames keep the CPU wait
- D4R_SHIM_GPU_COMPLETION=1 (needs GPU_INPUT_WAIT): the bridge writes a completion
word right after the native output kernel (d4rNgxWriteValue32), and the game's queue
polls it with a bounded compute wait (kernels/support/vulkan_wait.comp), replacing
the split list's CPU timeline signal. frame_retired writes the same word on every
failure path
- D4R_SHIM_NATIVE_COMPLETION=1: a null-stream callback in the bridge signals the
split timeline (d4rNgxTimeline*); D4rFrameCompletion::can_signal only releases the
oldest outstanding frame
- RGBA8 output: tex_common.h adds an 'R4' redirect tag, so K's native output kernel
stores packed RGBA8 directly (D4R_SHIM_OUTPUT_RGBA8=1, checked against the kernel
manifest by d4rOutputKernelRgba8). Host packing handles RGBA8 too.
patches/vkd3d-proton/0004 (VKD3D_D4R_LINEAR_RGBA8=WxH) makes such outputs linear and
exportable so the result can be written in place
- D4R_SHIM_FUSE_RGBA8_INPUT=1: one Vulkan pass converts and copies RGBA8 color input
(vulkan_read.comp mode 5 matches the blit's toward-zero halves, plus a row stride)
- profiling: thread CPU time from the Unix bridge (Wine's GetThreadTimes ticks at
10 ms); game-queue D3D12 timestamps (vk_input/vk_dlss_wait/vk_output/vk_total);
gpu_eval split into input_gpu_wait and dlss_gpu; D4R_PROFILE_GPU_EVENTS,
_TIMESTAMPS, _LOG and _CPU_TIME=0 switch off individual parts for bisection
- bridge: D4R_NGX_STREAM_PRIORITY=high|normal runs NGX on a priority stream
(off by default; no gain measured)
- release_feature: a feature already marked retiring by a failed drain can still
be released normally
- harness: RGBA8 with motion and jitter scenes (re-quantized each frame),
D4R_HARNESS_RGBA8_RAMP, D4R_HARNESS_THRASH_MB to evict L2/Infinity Cache before
each evaluation
- kernels/native: in_hoist.py and split_output_paths.py (opt-in scheduling
experiments); scripts/build_k_ldr_output.sh builds K's LDR output with an
optional D4R_LDR_OUTPUT_MAX_VGPR cap
- tests: test_input_wait.py and test_latency_optimizations.py; MarkerPollUs and
frame-completion tests updated
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]>
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