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