Files
d4r/tools/windows/player_config.h
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

453 lines
30 KiB
C++

#pragma once
// Drag-in install, as on Linux: the game folder holds dxgi.dll (OptiScaler),
// OptiScaler.ini and a d4r folder containing this shim and d4r.ini. When the
// launcher has not set D4R_HIP_ROOT and d4r.ini exists beside this DLL, the
// shim derives the backend's environment itself, so the game can be started
// from Steam, Epic or a shortcut. Without d4r.ini nothing changes: diagnostic
// runs keep using the launcher's environment.
//
// Native FP8 is opt-in; other codegen switches retain the Windows baseline.
// d4r.ini selects NGX preset hints (E/K/L/M), diagnostics and the cache folder.
// E and L warnings do not imply standalone engine support. NVIDIA DLLs must
// match an identity in dll-pins.txt before anything is loaded.
#include "hip_api.h"
#include "ngx_parameters.h"
#include <bcrypt.h>
#include <cmath>
#include <cstdlib>
#include <fstream>
#include <mutex>
#include <optional>
#include <sstream>
namespace d4r::win::player {
struct IniEntry { std::string section, key, value; };
struct Pin { std::string kind, sha256, version, status; };
struct Settings {
unsigned preset = 11; // K
bool nativeFp8 = false;
bool asyncInterop = false, validateOutput = false, verbose = false, showWatermark = false;
bool batchInputCopies = false;
std::wstring cacheDir;
std::wstring nativeDir;
std::string rrBackend = "off";
std::wstring rrModelDir;
std::string fsrStabilityBias = "auto"; // [RayReconstruction] FsrStabilityBias: auto (AMD's default 1) or a number
std::string fsrDetail; // [RayReconstruction] FsrDetail: 0-1 share of the colour that bypasses the denoiser
std::wstring fsrDenoiser; // [RayReconstruction] FsrDenoiser: AMD's amd_fidelityfx_denoiser_dx12.dll (default: beside the shim)
};
struct State {
bool active = false;
unsigned preset = 0;
std::filesystem::path dir;
std::vector<std::string> notes;
};
inline State& state() { static State value; return value; }
inline std::string trim(const std::string& value) {
const auto first = value.find_first_not_of(" \t\r\n");
if (first == std::string::npos) return {};
return value.substr(first, value.find_last_not_of(" \t\r\n") - first + 1);
}
inline std::string lower(std::string value) {
for (char& c : value) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
return value;
}
inline std::string upper(std::string value) {
for (char& c : value) c = static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
return value;
}
inline std::filesystem::path module_directory() {
HMODULE module = nullptr;
if (!GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT,
reinterpret_cast<LPCWSTR>(&module_directory), &module)) throw std::runtime_error("Locate the d4r shim directory");
wchar_t path[32768]{}; const DWORD length = GetModuleFileNameW(module, path, 32768);
if (!length || length == 32768) throw std::runtime_error("d4r shim path is invalid");
return std::filesystem::path(path).parent_path();
}
inline std::string read_text(const std::filesystem::path& path) {
std::ifstream file(path, std::ios::binary);
if (!file) throw std::runtime_error("Cannot read " + diag::utf8(path.c_str()));
std::stringstream text; text << file.rdbuf(); return text.str();
}
// The configparser dialect of packaging/d4r.ini and the Linux shim: [Section],
// key = value, full-line ; or # comments, inline comments after whitespace.
inline std::vector<IniEntry> parse_ini(const std::string& text) {
std::vector<IniEntry> entries; std::string section;
size_t start = text.compare(0, 3, "\xEF\xBB\xBF") == 0 ? 3 : 0;
while (start < text.size()) {
size_t end = text.find('\n', start);
if (end == std::string::npos) end = text.size();
const std::string line = trim(text.substr(start, end - start));
start = end + 1;
if (line.empty() || line[0] == ';' || line[0] == '#') continue;
if (line[0] == '[') { section = trim(line.substr(1, line.find(']') - 1)); continue; }
const size_t equals = line.find('=');
if (equals == std::string::npos) continue;
std::string value = line.substr(equals + 1);
for (size_t i = 1; i < value.size(); ++i)
if ((value[i] == ';' || value[i] == '#') && (value[i - 1] == ' ' || value[i - 1] == '\t')) { value.resize(i); break; }
entries.push_back({section, trim(line.substr(0, equals)), trim(value)});
}
return entries;
}
// Invalid values fall back to the safe default and are reported in the log
// (and by d4r-check.ps1), rather than silently changing behaviour.
inline Settings read_settings(const std::vector<IniEntry>& ini, std::vector<std::string>& notes) {
Settings settings;
const auto flag = [&](const IniEntry& entry, bool fallback) {
const auto value = lower(entry.value);
if (value.empty() || value == "auto") return fallback;
if (value == "1" || value == "true" || value == "yes" || value == "on") return true;
if (value == "0" || value == "false" || value == "no" || value == "off") return false;
notes.push_back("d4r.ini: [" + entry.section + "] " + entry.key + " must be true or false, not '" + entry.value +
"'; using " + (fallback ? "true" : "false"));
return fallback;
};
for (const auto& entry : ini) {
const auto name = lower(entry.section + "." + entry.key); // Matched case-insensitively, reported as written.
if (name == "dlss.model") {
const auto value = upper(entry.value);
if (value.empty() || value == "AUTO" || value == "K" || value == "DLSS4" || value == "11") settings.preset = 11;
else if (value == "M" || value == "DLSS4.5" || value == "13") settings.preset = 13;
else if (value == "E" || value == "5") {
settings.preset = 5;
notes.push_back("d4r.ini: preset E selects NGX preset 5; no standalone Windows engine or native layer acceleration is integrated");
} else if (value == "L" || value == "12") {
settings.preset = 12;
notes.push_back("d4r.ini: preset L selects NGX preset 12; the Windows M-family path is present, but L has no separate model path and is not validated");
}
else notes.push_back("d4r.ini: [DLSS] Model '" + entry.value + "' is not available on Windows (use E, K, L or M); using K");
} else if (name == "kernels.nativefp8") settings.nativeFp8 = flag(entry, false);
else if (name == "dlss.showwatermark") settings.showWatermark = flag(entry, false);
else if (name == "interop.asyncinterop") settings.asyncInterop = flag(entry, false);
else if (name == "interop.batchinputcopies") settings.batchInputCopies = flag(entry, false);
else if (name == "debug.validateoutput") settings.validateOutput = flag(entry, false);
else if (name == "debug.log") {
const auto value = lower(entry.value);
if (value == "verbose") settings.verbose = true;
else if (!value.empty() && value != "normal" && value != "auto")
notes.push_back("d4r.ini: [Debug] Log must be normal or verbose, not '" + entry.value + "'; using normal");
} else if (name == "paths.cachedir") {
if (!entry.value.empty() && lower(entry.value) != "auto") settings.cacheDir = diag::wide(entry.value);
} else if (name == "paths.nativedir") {
if (!entry.value.empty() && lower(entry.value) != "auto") settings.nativeDir = diag::wide(entry.value);
} else if (name == "rayreconstruction.backend") {
const auto value = lower(entry.value);
if (value.empty() || value == "auto" || value == "off") settings.rrBackend = "off";
else if (value == "native" || value == "fsr") {
settings.rrBackend = value;
if (value == "fsr") notes.push_back("d4r.ini: native Windows FSR RR is experimental: it runs AMD's denoiser on a private vkd3d-proton device (d4r\\fsr) and needs AMD's amd_fidelityfx_denoiser_dx12.dll");
} else { settings.rrBackend = "off"; notes.push_back("d4r.ini: [RayReconstruction] Backend must be off, native or fsr; using off"); }
} else if (name == "rayreconstruction.fsrstabilitybias" || name == "rayreconstruction.fsrdetail") {
const bool bias = name == "rayreconstruction.fsrstabilitybias";
const auto value = lower(entry.value);
char* end = nullptr; const float number = std::strtof(value.c_str(), &end);
const bool numeric = !value.empty() && end == value.c_str() + value.size() && std::isfinite(number) && number >= 0.0f && (bias || number <= 1.0f);
if (bias && (value.empty() || value == "auto")) settings.fsrStabilityBias = "auto";
else if (numeric) (bias ? settings.fsrStabilityBias : settings.fsrDetail) = value;
else notes.push_back(std::string("d4r.ini: [RayReconstruction] ") + entry.key + " must be " + (bias ? "auto or a number >= 0" : "a number from 0 to 1") + ", not '" + entry.value + "'; using the default");
} else if (name == "rayreconstruction.fsrdenoiser") {
settings.fsrDenoiser = !entry.value.empty() && lower(entry.value) != "auto" ? diag::wide(entry.value) : L"";
} else if (name == "rayreconstruction.modeldir") {
settings.rrModelDir = !entry.value.empty() && lower(entry.value) != "auto" ? diag::wide(entry.value) : L"";
} else notes.push_back("d4r.ini: [" + entry.section + "] " + entry.key + " is not a Windows setting; ignored");
}
return settings;
}
// "kind sha256 version status" lines; dlssd is installer-only and not loaded by the SR shim.
inline std::vector<Pin> parse_pins(const std::string& text) {
std::vector<Pin> pins; std::istringstream lines(text); std::string line;
while (std::getline(lines, line)) {
line = trim(line);
if (line.empty() || line[0] == '#') continue;
std::istringstream fields(line); Pin pin;
if (!(fields >> pin.kind >> pin.sha256 >> pin.version >> pin.status) || pin.sha256.size() != 64 ||
(pin.kind != "dlss" && pin.kind != "dlssd" && pin.kind != "ngx")) throw std::runtime_error("dll-pins.txt is damaged; extract the d4r ZIP again");
pin.sha256 = upper(pin.sha256); pins.push_back(pin);
}
return pins;
}
inline std::string sha256(const std::filesystem::path& path) {
std::ifstream file(path, std::ios::binary);
if (!file) return {};
BCRYPT_ALG_HANDLE algorithm = nullptr; BCRYPT_HASH_HANDLE hash = nullptr;
struct Cleanup { BCRYPT_ALG_HANDLE& a; BCRYPT_HASH_HANDLE& h;
~Cleanup() { if (h) BCryptDestroyHash(h); if (a) BCryptCloseAlgorithmProvider(a, 0); } } cleanup{algorithm, hash};
if (BCryptOpenAlgorithmProvider(&algorithm, BCRYPT_SHA256_ALGORITHM, nullptr, 0) < 0 ||
BCryptCreateHash(algorithm, &hash, nullptr, 0, nullptr, 0, 0) < 0) throw std::runtime_error("SHA256 unavailable");
std::vector<char> buffer(1 << 20);
while (file) {
file.read(buffer.data(), std::streamsize(buffer.size()));
if (file.gcount() > 0 && BCryptHashData(hash, reinterpret_cast<PUCHAR>(buffer.data()), ULONG(file.gcount()), 0) < 0)
throw std::runtime_error("SHA256 failed");
}
unsigned char digest[32]{};
if (BCryptFinishHash(hash, digest, sizeof(digest), 0) < 0) throw std::runtime_error("SHA256 failed");
static const char hex[] = "0123456789ABCDEF"; std::string text;
for (unsigned char byte : digest) { text += hex[byte >> 4]; text += hex[byte & 15]; }
return text;
}
inline std::string file_version(const std::filesystem::path& path) {
DWORD ignored = 0; const DWORD size = GetFileVersionInfoSizeW(path.c_str(), &ignored);
std::vector<char> data(size);
VS_FIXEDFILEINFO* info = nullptr; UINT length = 0;
if (!size || !GetFileVersionInfoW(path.c_str(), 0, size, data.data()) ||
!VerQueryValueW(data.data(), L"\\", reinterpret_cast<void**>(&info), &length) || !info) return "unknown";
return std::to_string(HIWORD(info->dwFileVersionMS)) + "." + std::to_string(LOWORD(info->dwFileVersionMS)) + "." +
std::to_string(HIWORD(info->dwFileVersionLS)) + "." + std::to_string(LOWORD(info->dwFileVersionLS));
}
// Exact identity check with the fix spelled out: what was found, what is needed.
inline void verify_dll(const std::filesystem::path& dir, const std::vector<Pin>& pins, const char* kind,
const wchar_t* relative, const char* label, std::vector<std::string>& notes) {
const auto path = dir / relative;
std::string wanted;
for (const auto& pin : pins) if (pin.kind == kind) wanted += (wanted.empty() ? "" : " or ") + pin.version;
const auto hash = sha256(path);
if (hash.empty())
throw std::runtime_error(std::string(label) + " is missing. Copy NVIDIA's " + label + " (version " + wanted +
") to d4r\\" + diag::utf8(relative) + " and restart the game.");
for (const auto& pin : pins) if (pin.kind == kind && pin.sha256 == hash) {
if (pin.status != "validated")
notes.push_back(std::string(label) + " " + pin.version + " is accepted but not yet validated on Windows");
return;
}
throw std::runtime_error("Wrong " + std::string(label) + ": you have version " + file_version(path) +
" (or a modified file); d4r on Windows needs exactly " + wanted + ". Replace d4r\\" + diag::utf8(relative) +
" and restart the game.");
}
// The installer used to check these before touching the game; a drag-in
// install checks them at startup instead.
inline std::filesystem::path native_code_object_dir(const std::filesystem::path& dir, const Settings* settings = nullptr) {
if (settings && !settings->nativeDir.empty()) {
auto root = std::filesystem::path(settings->nativeDir);
if (root.is_relative()) root = dir / root;
const auto arch = root / diag::wide(diag::HipApi::target_arch());
return std::filesystem::is_directory(arch) ? arch : root;
}
const auto arch = dir / L"native" / diag::wide(diag::HipApi::target_arch());
return std::filesystem::is_directory(arch) ? arch : dir / L"native";
}
inline void verify_code_objects(const std::filesystem::path& dir, const Settings* settings = nullptr) {
const std::string arch = diag::HipApi::target_arch();
std::vector<std::filesystem::path> objects{dir / (L"pixel_convert_" + diag::wide(arch) + L".hsaco")};
const auto native = native_code_object_dir(dir, settings);
if (settings && !settings->nativeDir.empty() &&
(!std::filesystem::is_directory(native) || !std::filesystem::is_regular_file(native / L"d4r-kernels.txt")))
throw std::runtime_error("[Paths] NativeDir must contain the complete native kernel set and d4r-kernels.txt");
if (settings && !settings->nativeDir.empty()) {
for (const char* name : {"dltss_pwin_enc0_layer", "dltss_pwin_enc1_layer", "dltss_pwin_enc2_layer",
"dltss_pwin_enc3_layer", "dltss_pwin_enc4_layer", "dltss_pwin_dec5_layer", "dltss_pwin_dec4_layer",
"dltss_pwin_dec3_layer", "dltss_pwin_dec2_layer", "dltss_pwin_dec1_layer", "dltss_pwin_dec0_layer",
"rrlite_enc1_4x4", "rrlite_enc2_4x4", "rrlite_enc3_tube_4x4", "rrlite_dec2_4x4", "rrlite_dec1_4x4"})
if (!std::filesystem::is_regular_file(native / (std::string(name) + ".hsaco")))
throw std::runtime_error(std::string("[Paths] NativeDir is incomplete; missing ") + name);
}
if (!std::filesystem::is_directory(native)) throw std::runtime_error("d4r\\native (or d4r\\native\\" + arch + ") is missing; extract the d4r ZIP again");
for (const auto& entry : std::filesystem::directory_iterator(native))
if (entry.path().extension() == L".hsaco") objects.push_back(entry.path());
for (const auto& object : objects) {
try { diag::require_code_object_target(object, arch); }
catch (const std::exception&) {
throw std::runtime_error(diag::utf8(object.filename().c_str()) + " is not built for " + arch +
" or is damaged; extract the d4r ZIP again (do not rename or mix files from other GPUs)");
}
}
}
inline void verify_native_fp8_bundle(const std::filesystem::path& dir, const Settings* settings = nullptr) {
const auto arch = diag::HipApi::target_arch();
const auto marker = native_code_object_dir(dir, settings) / L"d4r-native-fp8.txt";
if (!std::filesystem::is_regular_file(marker))
throw std::runtime_error("[Kernels] NativeFp8=true needs a matching gfx12 token-lane M bundle; rebuild with -TokenLanes and restart.");
const auto contents = read_text(marker);
if (contents.find("D4R_NATIVE_FP8 1\n") == std::string::npos ||
contents.find(std::string("architecture=") + arch + "\n") == std::string::npos ||
contents.find("family=M\n") == std::string::npos ||
contents.find("tokenLanes=true\n") == std::string::npos)
throw std::runtime_error("[Kernels] NativeFp8=true needs matching gfx12 token-lane M kernels; rebuild the package with -TokenLanes and restart.");
}
// The compatibility NVAPI is built for one GPU target, so it is never shared between targets. A release carries
// one per target in nvapi\<arch>\; that copy is the only acceptable one for <arch>. A single-target layout (quick
// test, game package) has just nvapi\nvapi64.dll or the copy beside nvcuda.dll, and the shim then checks the
// target the file names. In a multi-target folder a missing copy is an error: falling back to a shared DLL is
// how a gfx1101 NVAPI once served a gfx1151 GPU ("No selected gfx1101 device").
struct NvapiChoice { std::filesystem::path path; std::string error; };
inline NvapiChoice select_compat_nvapi(const std::filesystem::path& dir, const std::string& arch) {
const auto file = [&](const std::string& target) { return dir / L"nvapi" / diag::wide(target) / L"nvapi64.dll"; };
if (std::filesystem::is_regular_file(file(arch))) return {file(arch), {}};
std::string others;
for (const auto& target : diag::gpu_targets)
if (std::filesystem::is_regular_file(file(target.architecture)))
others += (others.empty() ? "" : ", ") + std::string(target.architecture);
if (!others.empty())
return {{}, "this release has no NVAPI build for " + arch + " (d4r\\nvapi\\" + arch + "\\nvapi64.dll is missing; it has " +
others + "); extract the d4r ZIP again"};
for (const auto& single : {dir / L"nvapi" / L"nvapi64.dll", dir / L"zluda" / L"nvapi64.dll"})
if (std::filesystem::is_regular_file(single)) return {single, {}};
return {{}, "nvapi64.dll is missing (expected d4r\\nvapi\\" + arch + "\\nvapi64.dll); extract the d4r ZIP again"};
}
inline std::filesystem::path compat_nvapi_path(const std::filesystem::path& dir, const std::string& arch = diag::HipApi::target_arch()) {
const auto choice = select_compat_nvapi(dir, arch);
if (!choice.error.empty()) throw std::runtime_error(choice.error);
return choice.path;
}
// A shared nvapi64.dll beside nvcuda.dll (d4r 0.1.5 shipped the gfx1101 build there for every GPU) is on PATH and
// could be loaded by name ahead of the right file; it is ignored here, so say so.
inline void note_stale_shared_nvapi(const std::filesystem::path& dir, std::vector<std::string>& notes) {
bool perTarget = false;
for (const auto& target : diag::gpu_targets)
perTarget = perTarget || std::filesystem::is_regular_file(dir / L"nvapi" / diag::wide(target.architecture) / L"nvapi64.dll");
if (perTarget && std::filesystem::is_regular_file(dir / L"zluda" / L"nvapi64.dll"))
notes.push_back("d4r\\zluda\\nvapi64.dll is left over from an older d4r release (one GPU's build shared by all); it is ignored. Delete it");
}
inline std::filesystem::path raw_nvapi_backend_path(const std::filesystem::path& dir) {
return dir / L"nvapi" / L"backend" / L"nvapi64.dll";
}
inline void reject_translation_layer() {
wchar_t exe[32768]{}; GetModuleFileNameW(nullptr, exe, 32768);
const auto proxy = std::filesystem::path(exe).parent_path() / L"d3d12.dll";
std::error_code error;
const auto size = std::filesystem::file_size(proxy, error);
if (error || size > 64ull << 20) return;
auto text = lower(read_text(proxy));
if (text.find("vkd3d") != std::string::npos || text.find("wined3d") != std::string::npos)
throw std::runtime_error("the game folder contains a d3d12.dll from vkd3d-proton/Wine (left over from a Linux "
"install?). Move d3d12.dll and d3d12core.dll out of the game folder; d4r on Windows uses native D3D12");
}
// Update the OS block (ZLUDA/Rust, later DLLs) and this CRT's copy (getenv).
inline void set_variable(const wchar_t* name, const std::optional<std::wstring>& value) {
SetEnvironmentVariableW(name, value ? value->c_str() : nullptr);
_wputenv_s(name, value ? value->c_str() : L"");
}
// Player mode only runs when no launcher set up the environment, so no launcher is
// reading these streams. A game started from Steam can have a valid but unread pipe
// as stderr; always writing to the log keeps errors visible.
inline void redirect(FILE* crt, DWORD stream, const std::filesystem::path& path) {
FILE* reopened = nullptr;
if (_wfreopen_s(&reopened, path.c_str(), L"a", crt) || !reopened) return;
std::setvbuf(crt, nullptr, _IONBF, 0);
SetStdHandle(stream, reinterpret_cast<HANDLE>(_get_osfhandle(_fileno(crt))));
}
inline std::filesystem::path rr_model_directory(const std::filesystem::path& dir, const Settings& settings) {
const std::filesystem::path model = settings.rrModelDir.empty() ? std::filesystem::path(L"engine/rr-d") : std::filesystem::path(settings.rrModelDir);
return std::filesystem::absolute(model.is_relative() ? dir / model : model).lexically_normal();
}
inline void apply(const std::filesystem::path& dir, const Settings& settings) {
std::filesystem::path cache = settings.cacheDir;
if (cache.empty()) {
const wchar_t* localAppData = _wgetenv(L"LOCALAPPDATA");
if (!localAppData || !*localAppData) throw std::runtime_error("LOCALAPPDATA is not set; set [Paths] CacheDir in d4r.ini");
cache = std::filesystem::path(localAppData) / L"d4r" / L"cache";
} else if (cache.is_relative()) cache = dir / cache;
std::filesystem::create_directories(cache);
const auto ngxData = cache / L"ngx";
std::filesystem::create_directories(ngxData);
const auto p = [&](const std::wstring& relative) { return std::optional<std::wstring>((dir / relative).wstring()); };
const std::optional<std::wstring> on = std::wstring(L"1"), off = std::wstring(L"0"), unset;
const wchar_t* path = _wgetenv(L"PATH");
const std::string arch = diag::HipApi::target_arch();
// Startup has already verified the file (verify_nvapi); a missing one leaves D4R_NVAPI_DLL unset so a stale
// value from an earlier run cannot point at a DLL for another GPU.
const auto nvapi = select_compat_nvapi(dir, arch);
// Same codegen and paths as windows-game.ps1; only diagnostics differ.
const std::pair<const wchar_t*, std::optional<std::wstring>> values[] = {
{L"D4R_RR_BACKEND", settings.rrBackend == "off" ? unset : std::optional<std::wstring>(diag::wide(settings.rrBackend))},
{L"D4R_RR_MODEL_DIR", settings.rrBackend == "native" ? std::optional<std::wstring>(rr_model_directory(dir, settings).wstring()) : unset},
{L"D4R_FSR_VKD3D_CORE", settings.rrBackend == "fsr" ? p(L"fsr\\d4r_vkd3d_core.dll") : unset},
{L"D4R_FSR_AMDXC_SHIM", settings.rrBackend == "fsr" ? p(L"fsr\\amdxc64.dll") : unset},
{L"D4R_FSR_RR_DLL", settings.rrBackend == "fsr" ? (settings.fsrDenoiser.empty() ? p(L"amd_fidelityfx_denoiser_dx12.dll") :
std::optional<std::wstring>(std::filesystem::absolute(std::filesystem::path(settings.fsrDenoiser).is_relative() ? dir / settings.fsrDenoiser : std::filesystem::path(settings.fsrDenoiser)).lexically_normal().wstring())) : unset},
{L"D4R_FSR_RR_STABILITY_BIAS", settings.rrBackend == "fsr" && settings.fsrStabilityBias != "auto" ? std::optional<std::wstring>(diag::wide(settings.fsrStabilityBias)) : unset},
{L"D4R_FSR_RR_DETAIL", settings.rrBackend == "fsr" && !settings.fsrDetail.empty() ? std::optional<std::wstring>(diag::wide(settings.fsrDetail)) : unset},
{L"D4R_FSR_CACHE_DIR", settings.rrBackend == "fsr" ? std::optional<std::wstring>((cache / L"vkd3d").wstring()) : unset},
{L"D4R_HIP_ROOT", p(L"hip")}, {L"HIP_PATH", p(L"hip")},
{L"D4R_NVCUDA_DLL", p(L"zluda\\nvcuda.dll")}, {L"ZLUDA_CUDA_LIB", p(L"zluda\\nvcuda.dll")},
{L"D4R_GPU_ARCH", std::optional<std::wstring>(diag::wide(arch))},
{L"D4R_NVAPI_DLL", nvapi.error.empty() ? std::optional<std::wstring>(nvapi.path.wstring()) : unset},
{L"D4R_NVAPI_BACKEND", std::optional<std::wstring>(raw_nvapi_backend_path(dir).wstring())},
{L"D4R_NGX_CORE", p(L"ngx\\_nvngx.dll")}, {L"D4R_DLSS_DLL", p(L"dlss\\nvngx_dlss.dll")},
{L"D4R_NGX_DATA_DIR", std::optional<std::wstring>(ngxData.wstring())},
{L"D4R_FORMAT_MODULE", p(L"pixel_convert_" + diag::wide(diag::HipApi::target_arch()) + L".hsaco")},
{L"D4R_ZLUDA_NATIVE_DIR", std::optional<std::wstring>(native_code_object_dir(dir, &settings).wstring())},{L"D4R_D3D12_COMMAND_BACKEND", on},
{L"D4R_ZLUDA_WMMA", on}, {L"D4R_ZLUDA_WMMA_FP8", on},
{L"D4R_ZLUDA_WMMA_FP8_NATIVE", settings.nativeFp8 ? on : off},
{L"D4R_ZLUDA_WMMA_F16_REFERENCE", on},
{L"D4R_ZLUDA_IGNORE_DENORMAL", unset}, {L"D4R_ZLUDA_FAST_MATH", unset}, {L"D4R_ZLUDA_WMMA_F32ACC", unset},
{L"D4R_ZLUDA_WAVE64", unset}, {L"D4R_ZLUDA_WMMA_LAYOUT", unset},
// Per-launch kernel lines are diagnostics; ZLUDA excludes this flag from its cache key.
{L"D4R_ZLUDA_VERBOSE", settings.verbose ? on : unset},
{L"D4R_QUIET_API", settings.verbose ? unset : on},
{L"D4R_VALIDATE_OUTPUT", settings.validateOutput ? on : unset},
{L"D4R_ASYNC_INTEROP", settings.asyncInterop ? on : unset},
{L"D4R_BATCH_INPUT_COPIES", settings.batchInputCopies ? on : unset},
{L"D4R_SHIM_WATERMARK", settings.showWatermark ? on : unset},
{L"D4R_PROFILE_STAGES", unset}, {L"D4R_ZLUDA_PROFILE", unset}, {L"D4R_ZLUDA_PROFILE_DEFERRED", unset},
{L"D4R_ZLUDA_PROFILE_ALLOW_LEGACY", unset}, {L"D4R_ZLUDA_PROFILE_EVERY", unset},
{L"D4R_PROFILE_COMMAND_HOOKS", unset}, {L"D4R_ZLUDA_PROFILE_API", unset}, {L"D4R_PROFILE_GPU_BOUNDARY", unset},
{L"D4R_DISABLE_INTEROP_LIST_CACHE", unset}, {L"D4R_INTEROP_VERIFY", unset},
{L"D4R_DIAG_DIR", unset}, {L"ZLUDA_LOG_DIR", unset},
{L"ZLUDA_CACHE_DIR", std::optional<std::wstring>(cache.wstring())},
{L"PATH", std::optional<std::wstring>((dir / L"hip\\bin").wstring() + L";" + (dir / L"zluda").wstring() +
(path ? std::wstring(L";") + path : std::wstring()))},
};
for (const auto& [name, value] : values) set_variable(name, value);
const wchar_t* wgp = _wgetenv(L"D4R_ZLUDA_WGP");
if (wgp && std::wstring(wgp) != L"1") set_variable(L"D4R_ZLUDA_WGP", unset);
}
// Called before any path variable is read. A failure leaves DLSS unavailable
// (the game keeps its own upscaler) and is written to d4r\d4r_nvngx.log.
inline void ensure_environment() {
static std::once_flag once; static std::string failure;
std::call_once(once, [] {
try {
if (const char* root = std::getenv("D4R_HIP_ROOT"); root && *root) return; // Launcher/diagnostic run.
const auto dir = module_directory();
if (!std::filesystem::exists(dir / L"d4r.ini")) return; // Developer layout: keep the original requirement.
auto& current = state(); current.dir = dir;
const auto log = dir / L"d4r_nvngx.log";
{ std::ofstream truncate(log, std::ios::trunc); } // Rewritten at every launch, as on Linux.
redirect(stderr, STD_ERROR_HANDLE, log);
const auto settings = read_settings(parse_ini(read_text(dir / L"d4r.ini")), current.notes);
if (settings.verbose) redirect(stdout, STD_OUTPUT_HANDLE, log);
const auto pins = parse_pins(read_text(dir / L"dll-pins.txt"));
verify_dll(dir, pins, "dlss", L"dlss\\nvngx_dlss.dll", "nvngx_dlss.dll", current.notes);
verify_dll(dir, pins, "ngx", L"ngx\\_nvngx.dll", "_nvngx.dll", current.notes);
reject_translation_layer();
if (settings.nativeFp8) verify_native_fp8_bundle(dir, &settings);
verify_code_objects(dir, &settings);
compat_nvapi_path(dir); // Throws with the fix spelled out when this GPU has no NVAPI build.
note_stale_shared_nvapi(dir, current.notes);
apply(dir, settings);
current.active = true; current.preset = settings.preset;
const char* model = settings.preset == 5 ? "E" : settings.preset == 12 ? "L" : settings.preset == 13 ? "M" : "K";
std::fprintf(stderr, "d4r: player mode, model=%s native_fp8=%u validate=%u async=%u log=%s, architecture=%s\n",
model, unsigned(settings.nativeFp8), unsigned(settings.validateOutput), unsigned(settings.asyncInterop),
settings.verbose ? "verbose" : "normal", diag::HipApi::target_arch());
} catch (const std::exception& error) { failure = error.what(); }
for (const auto& note : state().notes) std::fprintf(stderr, "d4r: %s\n", note.c_str());
if (!failure.empty()) std::fprintf(stderr, "d4r: DLSS disabled: %s\n", failure.c_str());
});
if (!failure.empty()) throw std::runtime_error(failure);
}
// [DLSS] Model forces one render preset for every quality mode, as the Linux
// shim does. Applied at create and evaluate so a recreated feature cannot fall
// back to the game's preset. Not used by launcher runs (OptiScaler sets it).
inline void apply_preset(void* parameters) {
const auto& current = state();
if (!current.active || !current.preset || !parameters) return;
for (const char* name : {"DLSS.Hint.Render.Preset.DLAA", "DLSS.Hint.Render.Preset.Quality", "DLSS.Hint.Render.Preset.Balanced",
"DLSS.Hint.Render.Preset.Performance", "DLSS.Hint.Render.Preset.UltraPerformance", "DLSS.Hint.Render.Preset.UltraQuality"})
d4r_ngx_set_uint(parameters, name, current.preset);
}
}