Files
d4r/tools/windows/d4r_nvngx_loader.cpp
T
ayo 7da2f9ac39 Fix Windows NVAPI loading the gfx1101 build on every other AMD GPU
0.1.5 shipped one d4r/zluda/nvapi64.dll (the gfx1101 build) for all
targets, and compat_nvapi_path() preferred it over d4r/nvapi/<arch>/.
Nothing on Windows ever set D4R_GPU_ARCH, so on any other GPU NVAPI
failed with "No selected gfx1101 device", NGX CUDA init failed, and
DLSS stayed unavailable (black frames, no OptiScaler upscaler section).

- Select the NVAPI per architecture; never fall back to a shared DLL
  in a multi-target folder, and report a missing build by name.

- The loader and runtime publish D4R_GPU_ARCH and D4R_GPU_LUID for the
  game's adapter, so NVAPI picks the right device with several GPUs.

- nvapi64.dll exports the target it was built for; the runtime refuses
  a mismatch, and the packager and d4r-check read the same marker.

- Release packaging no longer ships d4r/zluda/nvapi64.dll and rejects
  NVAPI builds for the wrong target, without a marker, or missing.

- Move target resolution, device matching and loader choice into
  gpu_selection.h; regression tests cover all 11 targets, bad or
  missing D4R_GPU_ARCH, mixed installs, multi-GPU and missing files.

- d4r-check: accept the FSR keys in the shipped d4r.ini.
2026-10-18 12:19:37 -04:00

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C++

// 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_<arch>.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 "gpu_environment.h"
#include "ngx_public_abi.h"
#include <dxgi.h>
#include <fstream>
#include <mutex>
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<LPCWSTR>(&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<std::mutex> 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::vector<d4r::diag::GpuCandidate> devices;
for (int i = 0; i < count; ++i) {
hipDeviceProp_t props{};
if (hip.hipGetDeviceProperties(&props, i) != hipSuccess) continue;
d4r::diag::GpuCandidate device{props.name, d4r::diag::gpu_architecture(props.gcnArchName), {}};
std::memcpy(device.luid.data(), props.luid, device.luid.size());
devices.push_back(device);
}
d4r::diag::AdapterLuid wanted{};
if (luid) std::memcpy(wanted.data(), luid, wanted.size());
const auto choice = d4r::diag::choose_loader_architecture(devices, luid ? &wanted : nullptr,
[&](const std::string& arch) { return std::filesystem::exists(dir / (L"_nvngx_" + d4r::diag::wide(arch) + L".dll")); },
supported_list(dir));
if (!choice.error.empty()) throw std::runtime_error(choice.error);
const auto& found = choice.architecture;
const auto path = dir / (L"_nvngx_" + d4r::diag::wide(found) + L".dll");
// The shim, NVAPI and the NGX core start from the environment: state the adapter's real architecture (and,
// once the game's adapter is known, its LUID) before the first of them loads, replacing any stale value.
d4r::diag::publish_selected_gpu(found, luid ? &wanted : nullptr);
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 <typename Fn> Fn resolve(const char* name, const LUID* luid = nullptr) {
HMODULE module = select(luid);
return module ? reinterpret_cast<Fn>(reinterpret_cast<void*>(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<decltype(&NVSDK_NGX_D3D12_Init_Ext)>("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<decltype(&NVSDK_NGX_D3D12_Init)>("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<decltype(&NVSDK_NGX_D3D12_Init_ProjectID)>("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<decltype(&NVSDK_NGX_D3D12_GetFeatureRequirements)>("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<decltype(&NVSDK_NGX_D3D12_AllocateParameters)>("NVSDK_NGX_D3D12_AllocateParameters");
return fn ? fn(p) : failure;
}
API unsigned NVSDK_NGX_D3D12_GetCapabilityParameters(void** p) {
auto fn = resolve<decltype(&NVSDK_NGX_D3D12_GetCapabilityParameters)>("NVSDK_NGX_D3D12_GetCapabilityParameters");
return fn ? fn(p) : failure;
}
API unsigned NVSDK_NGX_D3D12_GetParameters(void** p) {
auto fn = resolve<decltype(&NVSDK_NGX_D3D12_GetParameters)>("NVSDK_NGX_D3D12_GetParameters");
return fn ? fn(p) : failure;
}
API unsigned NVSDK_NGX_D3D12_DestroyParameters(void* p) {
auto fn = resolve<decltype(&NVSDK_NGX_D3D12_DestroyParameters)>("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<decltype(&NVSDK_NGX_D3D12_GetScratchBufferSize)>("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<decltype(&NVSDK_NGX_D3D12_CreateFeature)>("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<decltype(&d4r_D3D12_EvaluateAtBoundary)>("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<decltype(&NVSDK_NGX_D3D12_EvaluateFeature)>("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<decltype(&NVSDK_NGX_D3D12_EvaluateFeature_C)>("NVSDK_NGX_D3D12_EvaluateFeature_C");
return fn ? fn(list, handle, p, callback) : failure;
}
API unsigned NVSDK_NGX_D3D12_ReleaseFeature(void* handle) {
auto fn = resolve<decltype(&NVSDK_NGX_D3D12_ReleaseFeature)>("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<std::mutex> lock(selectMutex); if (!shim) return 1; }
auto fn = resolve<decltype(&NVSDK_NGX_D3D12_Shutdown)>("NVSDK_NGX_D3D12_Shutdown");
return fn ? fn() : failure;
}
API unsigned NVSDK_NGX_D3D12_Shutdown1(ID3D12Device* device) {
{ std::lock_guard<std::mutex> lock(selectMutex); if (!shim) return 1; }
auto fn = resolve<decltype(&NVSDK_NGX_D3D12_Shutdown1)>("NVSDK_NGX_D3D12_Shutdown1");
return fn ? fn(device) : failure;
}