Files
d4r/engine/output_store.glsl
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

18 lines
674 B
GLSL

// RADV's rgba16f image stores truncate before the copy path's UNORM conversion.
// Preserve that half-store + blit result when writing RGB10A2 directly. Below
// binary16's normal range both 10-bit RGB and 2-bit alpha quantize to zero, and
// overflow saturates, so a normal-range mantissa mask suffices for this format.
#ifndef OUTPUT_RGB10
#define OUTPUT_RGB10 0
#endif
#if OUTPUT_RGB10
#define FINAL_OUTPUT_FORMAT rgb10_a2
vec4 finalOutputValue(vec4 value) {
vec4 rounded = uintBitsToFloat(floatBitsToUint(value) & 0xffffe000u);
return mix(rounded, value, isnan(value));
}
#else
#define FINAL_OUTPUT_FORMAT rgba16f
#define finalOutputValue(value) (value)
#endif