Commit Graph
4 Commits
Author SHA1 Message Date
ayo d5c8be25c8 ASI add-on for existing OptiScaler installs
Add an optional D4R_INSTALL_MODE=asi release (d4r-<version>-asi.zip)
holding only d4r.asi and a companion d4r/ folder, to drop into an
existing OptiScaler plugin directory.

- Shim: export InitializeASI. It identifies OptiScaler by its PE export
  name to find the active INI, then launches d4r-setup.exe out of
  process (no GPU or network work under the loader lock). The .asi
  build loads its runtime and config from the companion d4r/ folder.

- tools/d4r_asi_setup.cpp: native helper. It waits for the game to
  exit, installs the D3D12 wrapper and the private d4r12core.dll beside
  the EXE, and merges the NGX route into the loader's INI (including
  GE-Proton's prefix-local INI) with backups. Unchanged launches do
  nothing. It skips Proton helpers and background utilities and runs
  setup for one plugin install at a time.

- scripts/private_d3d12_core.py: points vkd3d's d3d12.dll forwarder at
  d4r12core.dll without moving code addresses.

- install.sh runs from inside the ASI's d4r/ as well as the proxy
  release root. d4r-check.sh checks ASI installs (loader, plugin path,
  LoadAsiPlugins, HookOriginalNvngxOnly, Wine drive paths).

- Packaging, build script, docs, ASI_README.txt and tests.
2026-10-12 17:36:01 -04:00
woutermans 2088422682 Add redistribution guard
scripts/check_redistributable.py refuses NVIDIA binaries (by name and
version resource), NGX SDK headers, PTX and code objects, PTX translations
(marked by ptx2glsl.py/condense.py) and the engine's model data in the
repository, and in each release variant (clean/installer/full) whatever
that variant does not contain. package_release.sh runs it before zipping;
scripts/git-hooks/pre-commit runs it locally.

Signed-off-by: woutermans <[email protected]>
2026-10-10 20:54:31 +02:00
woutermans e0d1549a21 Engine: native presets K and M in the D3D12 shim, wider game coverage
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]>
2026-10-10 20:54:01 +02:00
ayo cb08e1c313 Fix OptiScaler NGX routing and align marker polling defaults
- Explicitly route OptiScaler to d4r\nvngx.dll in release packages.

- Extract INI generation into a helper that preserves line endings
  and rejects missing or duplicate settings.

- Check NGX routing separately from file presence and return failure
  when the installation is incomplete or misconfigured.

- Add an optional OptiScaler patch for external DLSS backends while
  preserving AMD identity for FSR4, with matching launch guidance.

- Align portable and launcher marker polling defaults at 200 us.

- Log when d4r's model override replaces game or OptiScaler presets.

- Add configuration, package, routing and coexistence regression tests.

- Update installation documentation, add FSR/DLSS comparison videos
  and ignore local .tools artifacts.

Refs: #7, #14
2026-10-02 16:32:49 -04:00