Files
d4r/engine/game_m.h
T
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

34 lines
1.9 KiB
C++

// Adapter between a game's own textures and the preset M engine: input conversion, the frame and the copy into
// the game's output texture, all recorded into the game's command buffer. Separate from GameUpscaler (preset K).
#pragma once
#include "game.h"
namespace d4r {
struct GameFrameM {
GameImage color, depth, motion, output; // as for GameUpscaler; views are not used (inputs are always copied)
float jitter[2] = {0, 0};
float motionToRender[2] = {1, 1}; // (motion texel + motionOffset) * this = render pixels
float motionOffset[2] = {0, 0}; // jittered motion vectors: jitter - previous jitter, motion texel units
bool reset = false;
bool depthInverted = true;
};
class GameUpscalerM {
public:
// The model must outlive this object. The render size is fixed and at most half the output size.
GameUpscalerM(MModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
uint32_t renderWidth, uint32_t renderHeight, const ExternalNetwork* external = nullptr);
~GameUpscalerM(); // only once every recorded frame has completed on the GPU
GameUpscalerM(const GameUpscalerM&) = delete;
GameUpscalerM& operator=(const GameUpscalerM&) = delete;
void record(VkCommandBuffer command, const GameFrameM& frame);
// With an external network (ExternalNetwork): the part before it (input copies, exposure, input stage) and the
// part after it (expansion, reconstruction, downsample, the copy into the game's output). The network must run
// between the two on the GPU; the caller orders them (the shim splits the game's command list there).
void recordFront(VkCommandBuffer command, const GameFrameM& frame);
void recordBack(VkCommandBuffer command, const GameFrameM& frame);
private:
struct Impl;
std::unique_ptr<Impl> impl;
};
} // namespace d4r