Files
d4r/engine/game_e.h
T
woutermans b9254f7f96 engine: Super Resolution presets E and F, the DLSS 3 CNN, on RDNA2
Presets E (5) and F (6) run on d4r's own Vulkan engine without cooperative
matrices: the input and reconstruction kernels translated from the user's DLL
(engine/compile_sr_e.py, rr/ptx2rr.py), the network engine/sr/e_net.comp with
packed v_pk_fma_f16 accumulation (engine/cnn_sr/mma_f16.glsl, the default
head; --head-accumulation f32 keeps the f32 head). Runtime runtime_e.inc
(EModel/EEngine), game adapter game_e.cpp, replay d4r-e; the shim serves them
from engine\e and engine\f (D4R_ENGINE_MODEL_E_DIR / _F_DIR), LDR or HDR, any
render size, not with AutoExposure. build-engine-models.sh builds both.

Translator fixes that apply to every translated kernel: .relu on f16/f16x2
fma/add/mul was ignored; add.rz was always taken for the roundf idiom (lost
the log1pf correction term); formatted image stores expand at the call site
(SPIR-V image type fix); f16 mma.sync m16n8k8/k16, .const loads, shared
16-bit stores, aligned 32-bit arena words (D4R_WORD_ARENA), unified arena.

Steam Deck gfx1033: 2.55 ms at 640x360 -> 1280x720, 6.20 ms at 1080p
output; Rounded Quality sizes take mid_3x3 (reconstruction 2.44 -> 1.23 ms).
Ray Reconstruction CNN presets A-C (compile_rr3.py, the packed RR flavor)
stay out of this commit; engine/README.md already documents their tuning.
2026-10-18 20:39:26 +02:00

29 lines
1.4 KiB
C++

// Adapter between a game's own textures and the preset E/F engine (DLSS 3's CNN, engine/runtime_e.inc): input
// conversion, the frame and the copy into the game's output texture, all recorded into the game's command buffer.
#pragma once
#include "game.h"
namespace d4r {
struct GameFrameE {
GameImage color, depth, motion, output; // as for GameUpscaler; compatible views at origin zero may be borrowed
GameImage exposure; // HDR: the game's 1x1 float exposure (a sampled view), else 1
float jitter[2] = {0, 0};
float motionScale[2] = {1, 1}; // NGX's MV scale
bool reset = false;
};
class GameUpscalerE {
public:
// The model must outlive this object. Render size fixed for its lifetime (a new size needs a new adapter).
// lowResMotion: motion at the render size (NGX's MVLowRes), otherwise at the output size.
GameUpscalerE(EModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
uint32_t renderWidth, uint32_t renderHeight, bool hdr, bool lowResMotion);
~GameUpscalerE(); // only once every recorded frame has completed on the GPU
GameUpscalerE(const GameUpscalerE&) = delete;
GameUpscalerE& operator=(const GameUpscalerE&) = delete;
void record(VkCommandBuffer command, const GameFrameE& frame);
private:
struct Impl;
std::unique_ptr<Impl> impl;
};
} // namespace d4r