// Drag-in releases ship one d4r folder for every supported GPU. This small // _nvngx.dll is what OptiScaler loads: on first use it reads the real HIP // architecture of the game's adapter (matched by LUID) and loads that // target's shim, d4r\_nvngx_.dll, from the same folder. The per-target // shim still enforces its own compiled target, so a mismatch cannot run. // Keeping every file in one folder preserves NGX's search for // nvngx_dlss.dll beside the calling module. #include "d3d12_external.h" #include "ngx_public_abi.h" #include #include #include namespace { constexpr unsigned failure = 0xBAD00002, unsupported = 4; std::mutex selectMutex; HMODULE shim = nullptr; bool selectionFailed = false; std::filesystem::path module_directory() { HMODULE module = nullptr; GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT, reinterpret_cast(&module_directory), &module); wchar_t path[32768]{}; GetModuleFileNameW(module, path, 32768); return std::filesystem::path(path).parent_path(); } // The shim never ran, so the loader writes the player's log itself. // Fresh at each launch, then appended: OptiScaler can query several adapters. void report(const std::string& message) { static bool fresh = true; std::ofstream(module_directory() / L"d4r_nvngx.log", fresh ? std::ios::trunc : std::ios::app) << "d4r: DLSS disabled: " << message << "\n"; fresh = false; std::fprintf(stderr, "D4R_WINDOWS_FAILURE %s\n", message.c_str()); } std::string supported_list(const std::filesystem::path& dir) { std::string list; for (const auto& target : d4r::diag::gpu_targets) if (std::filesystem::exists(dir / (L"_nvngx_" + d4r::diag::wide(target.architecture) + L".dll"))) list += (list.empty() ? "" : ", ") + std::string(target.architecture); return list.empty() ? "none (the d4r folder is incomplete; extract the ZIP again)" : list; } // Loads the matching shim once. A null LUID (calls made before NGX init) // accepts the only HIP device with a shim in this folder. HMODULE select(const LUID* luid) { std::lock_guard lock(selectMutex); if (shim || selectionFailed) return shim; const auto dir = module_directory(); try { // Spoofed architectures invalidate the target guarantee; see hip_api.h. for (const char* name : {"HSA_OVERRIDE_GFX_VERSION", "HSA_OVERRIDE_GFX_VERSION_0"}) if (std::getenv(name)) throw std::runtime_error(std::string("unset ") + name + "; d4r does not support architecture overrides"); d4r::diag::HipApi hip((dir / L"hip").string()); if (hip.hipInit(0) != hipSuccess) throw std::runtime_error("the AMD HIP runtime found no usable GPU; update the AMD graphics driver"); int count = 0; (void)hip.hipGetDeviceCount(&count); std::string found, detected; for (int i = 0; i < count; ++i) { hipDeviceProp_t props{}; if (hip.hipGetDeviceProperties(&props, i) != hipSuccess) continue; const auto arch = d4r::diag::gpu_architecture(props.gcnArchName); detected += (detected.empty() ? "" : ", ") + arch + " (" + props.name + ")"; if (luid && std::memcmp(props.luid, luid, sizeof(*luid))) continue; if (!luid && !std::filesystem::exists(dir / (L"_nvngx_" + d4r::diag::wide(arch) + L".dll"))) continue; if (!found.empty() && found != arch) throw std::runtime_error("several GPUs with different architectures; start the game once DLSS selects one"); found = arch; } if (found.empty()) throw std::runtime_error("no supported AMD GPU for this game's adapter. Detected: " + (detected.empty() ? std::string("none") : detected) + ". This release supports: " + supported_list(dir) + "."); const auto path = dir / (L"_nvngx_" + d4r::diag::wide(found) + L".dll"); if (!std::filesystem::exists(path)) throw std::runtime_error("this release has no build for your GPU (" + found + "). It supports: " + supported_list(dir) + "."); shim = LoadLibraryExW(path.c_str(), nullptr, LOAD_LIBRARY_SEARCH_DLL_LOAD_DIR | LOAD_LIBRARY_SEARCH_DEFAULT_DIRS); if (!shim) { selectionFailed = true; // A broken install will not fix itself during this session. throw std::runtime_error("cannot load " + d4r::diag::utf8(path.c_str()) + " (Win32 error " + std::to_string(GetLastError()) + ")"); } } catch (const std::exception& error) { // An adapter without a matching GPU (an iGPU queried first) must not // prevent selecting the discrete GPU on a later call. report(error.what()); } return shim; } template Fn resolve(const char* name, const LUID* luid = nullptr) { HMODULE module = select(luid); return module ? reinterpret_cast(reinterpret_cast(GetProcAddress(module, name))) : nullptr; } LUID device_luid(ID3D12Device* device) { return d4r::win::adapter_luid(device); } } #define API extern "C" __declspec(dllexport) // Discovery marker for OptiScaler: no GPU or runtime initialization. API unsigned d4r_WindowsBackendVersion() { return 1; } API unsigned NVSDK_NGX_D3D12_Init_Ext(unsigned long long app, const wchar_t* data, ID3D12Device* device, unsigned sdk, const void* info) { if (!device) return 0xBAD00005; const LUID luid = device_luid(device); auto fn = resolve("NVSDK_NGX_D3D12_Init_Ext", &luid); return fn ? fn(app, data, device, sdk, info) : failure; } API unsigned NVSDK_NGX_D3D12_Init(unsigned long long app, const wchar_t* data, ID3D12Device* device, const void* info, unsigned sdk) { if (!device) return 0xBAD00005; const LUID luid = device_luid(device); auto fn = resolve("NVSDK_NGX_D3D12_Init", &luid); return fn ? fn(app, data, device, info, sdk) : failure; } API unsigned NVSDK_NGX_D3D12_Init_ProjectID(const char* project, int engine, const char* version, const wchar_t* data, ID3D12Device* device, unsigned sdk, const void* info) { if (!device) return 0xBAD00005; const LUID luid = device_luid(device); auto fn = resolve("NVSDK_NGX_D3D12_Init_ProjectID", &luid); return fn ? fn(project, engine, version, data, device, sdk, info) : failure; } API unsigned NVSDK_NGX_D3D12_GetFeatureRequirements(IDXGIAdapter* adapter, const d4r::ngx::FeatureDiscoveryInfo* info, d4r::ngx::FeatureRequirement* requirements) { if (!adapter || !info || !requirements) return 0xBAD00005; DXGI_ADAPTER_DESC desc{}; if (FAILED(adapter->GetDesc(&desc))) return failure; auto fn = resolve("NVSDK_NGX_D3D12_GetFeatureRequirements", &desc.AdapterLuid); if (fn) return fn(adapter, info, requirements); // Same answer as the shim for an adapter without a matching HIP device. *requirements = {}; requirements->FeatureSupported = unsupported; std::strcpy(requirements->MinOSVersion, "10.0.22000.0"); return 1; } API unsigned NVSDK_NGX_D3D12_AllocateParameters(void** p) { auto fn = resolve("NVSDK_NGX_D3D12_AllocateParameters"); return fn ? fn(p) : failure; } API unsigned NVSDK_NGX_D3D12_GetCapabilityParameters(void** p) { auto fn = resolve("NVSDK_NGX_D3D12_GetCapabilityParameters"); return fn ? fn(p) : failure; } API unsigned NVSDK_NGX_D3D12_GetParameters(void** p) { auto fn = resolve("NVSDK_NGX_D3D12_GetParameters"); return fn ? fn(p) : failure; } API unsigned NVSDK_NGX_D3D12_DestroyParameters(void* p) { auto fn = resolve("NVSDK_NGX_D3D12_DestroyParameters"); return fn ? fn(p) : failure; } API unsigned NVSDK_NGX_D3D12_GetScratchBufferSize(unsigned feature, const void* p, size_t* size) { auto fn = resolve("NVSDK_NGX_D3D12_GetScratchBufferSize"); return fn ? fn(feature, p, size) : failure; } API unsigned NVSDK_NGX_D3D12_CreateFeature(ID3D12GraphicsCommandList* list, unsigned feature, void* p, void** out) { auto fn = resolve("NVSDK_NGX_D3D12_CreateFeature"); return fn ? fn(list, feature, p, out) : failure; } API unsigned d4r_D3D12_EvaluateAtBoundary(ID3D12CommandQueue* queue, void* handle, void* p) { auto fn = resolve("d4r_D3D12_EvaluateAtBoundary"); return fn ? fn(queue, handle, p) : failure; } API unsigned NVSDK_NGX_D3D12_EvaluateFeature(ID3D12GraphicsCommandList* list, const void* handle, void* p, void* callback) { auto fn = resolve("NVSDK_NGX_D3D12_EvaluateFeature"); return fn ? fn(list, handle, p, callback) : failure; } API unsigned NVSDK_NGX_D3D12_EvaluateFeature_C(ID3D12GraphicsCommandList* list, const void* handle, void* p, void* callback) { auto fn = resolve("NVSDK_NGX_D3D12_EvaluateFeature_C"); return fn ? fn(list, handle, p, callback) : failure; } API unsigned NVSDK_NGX_D3D12_ReleaseFeature(void* handle) { auto fn = resolve("NVSDK_NGX_D3D12_ReleaseFeature"); return fn ? fn(handle) : failure; } API unsigned NVSDK_NGX_D3D12_Shutdown() { // Nothing to shut down if no shim was ever selected. { std::lock_guard lock(selectMutex); if (!shim) return 1; } auto fn = resolve("NVSDK_NGX_D3D12_Shutdown"); return fn ? fn() : failure; } API unsigned NVSDK_NGX_D3D12_Shutdown1(ID3D12Device* device) { { std::lock_guard lock(selectMutex); if (!shim) return 1; } auto fn = resolve("NVSDK_NGX_D3D12_Shutdown1"); return fn ? fn(device) : failure; }