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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

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# Local proprietary/runtime inputs and outputs
*.dll
*.exe
*.asi
*.pth
*.safetensors
*.onnx
*.cubin
*.fatbin
*.nvngx
# NVIDIA's NGX/DLSS SDK headers (the probes in tools/ build against the user's own copy)
nvsdk_ngx*.h
# Local captures, dumps, traces, and build products
/captures/
/dumps/
/traces/
/build/
/dist/
*.trace
*.dump
*.log
__pycache__/
.venv/
/Archive.zip
/vkd3d-proton.cache
.vscode/
videos/
.tools/
# Machine-specific notes, CI runner setup, local experiments, benchmark automation (kept locally, never published)
/private/
/external/
# Claude Code local settings
/.claude/
# Native kernel build products and inputs extracted from NVIDIA's DLL at build time
/kernels/out/
*.hsaco
*.ptx
/kernels/extracted/
# Native engine models: weights and tables read from NVIDIA's DLSS, and shaders compiled next to them
weights.bin
offsets.bin
lut.bin
hipnet.bin
model.json
*.spv