Files
d4r/tools/d4r_nvngx_shim.cpp
T
woutermans f0b55a850a engine: this GPU's own arithmetic and shared weight tiles as the builders' defaults
- layer_m.comp builds relaxed by default (M_RELAXED: f32 accumulators, paired FP8
  conversions, no activation table) with two windows per wave sharing weight tiles
  (WPW=2); M_EXACT=1 keeps NVIDIA's roundings, bit-identical to the CUDA path
- layer.comp reuses weight tiles across its waves (TPW=2 in the 32-channel layers)
- engine/rr/rr2_w.comp: one wave per window for preset F's dec0_0 and enc0, used by
  compile_rr2.py at the new default D4R_RR_RELAXED=3 (build_native_model.sh too);
  D4R_RR_FUSE=1 matches the reference's fused multiply-adds, ptx2rr.py --snorm16
- [Engine] Network defaults to vulkan; the HIP network is opt-in
2026-10-14 00:52:41 +02:00

9651 lines
465 KiB
C++

// Experimental native Vulkan NGX frontend: d4r_vulkan_frontend.inl.
// Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
// d4r_nvngx.dll: an NGX core replacement that implements the D3D12 DLSS
// entry points on top of the official NGX core's CUDA path (which runs on AMD
// through the Wine nvcuda bridge and ZLUDA). OptiScaler loads it through its
// NvngxPath setting.
//
// A D3D12 EvaluateFeature call only records into the game's still-open command
// list, while DLSS runs on a separate CUDA context. Each evaluation therefore:
// 1. records input copies into shared VRAM buffers (host readback fallback)
// and a GPU-written frame marker on the game's command list,
// 2. queues CUDA work after that marker, evaluates NGX, and writes a result slot,
// 3. copies that slot into the output texture. Split command lists present
// the current frame; without splitting the latest finished frame is used.
//
// Environment:
// D4R_NGX_CORE Windows path of the official _nvngx.dll (required)
// D4R_NGX_FEATURE_DIR directory holding nvngx_dlss.dll (optional, added to
// the feature search paths)
// D4R_SHIM_LOG log file path (default: d4r_nvngx.log next to the DLL)
// D4R_PROFILE=1 log per-frame CPU stages and default-stream GPU event time
// D4R_SHIM_OUTPUT_HASH=1 log an FNV-1a hash of every DLSS output as produced
// D4R_SHIM_OUTPUT_DUMP_DIR=<Windows path> save selected raw RGBA16F DLSS frames
// D4R_SHIM_OUTPUT_DUMP_START / _COUNT / _EVERY select frames (defaults 1/1/1)
// D4R_SHIM_INPUT_DUMP_DIR=<Windows path> save selected canonical input planes
// (use D4R_SHIM_VRAM_VERIFY=1 with VRAM interop)
// D4R_SHIM_CAPTURE_TRIGGER=<Windows path> select the next frame when this file appears
// (D4R_SHIM_CAPTURE_COUNT=N: that frame and the N-1 after it;
// D4R_SHIM_CAPTURE_MEMORY=1 buffers them in memory, written afterwards)
// D4R_SHIM_INPUT_STATE / D4R_SHIM_DEPTH_STATE / D4R_SHIM_OUTPUT_STATE
// D3D12 resource states the inputs/output are in when
// EvaluateFeature is called (defaults 0x40, 0x40, 0x8)
// D4R_SHIM_VRAM_INTEROP=1 keep inputs and output in VRAM (see "VRAM interop")
// D4R_SHIM_SPLIT_FRAME=1 with VRAM interop and the d4r vkd3d-proton patch,
// present each frame's own DLSS result (see "Split frames")
// D4R_SHIM_INPLACE=1 experimental, with VKD3D_D4R_LINEAR_TEXTURES=1 in the patched vkd3d-proton: the output
// kernel writes the game's output texture itself (no game-side output copy).
// D4R_SHIM_OUTPUT_PACKED=1 lets M's output kernel store R10G10B10A2 texels itself.
// (the DLSS-Denoiser library nvngx_dlssd.dll, which serves Ray Reconstruction, must sit
// next to this DLL: that is where the NGX core looks for it. It needs
// a build exporting NVSDK_NGX_CUDA_* (3.10.7); without it Ray
// Reconstruction reports itself unavailable and Super Sampling is
// unaffected.)
// D4R_RR_ENABLE=1/0 Ask for Ray Reconstruction / forbid it. Unset (auto) offers it
// exactly when the denoiser loaded and initialised.
// D4R_RR_PRESET Force the Ray Reconstruction render preset
// (NVSDK_NGX_RayReconstruction_Hint_Render_Preset: 4 = D, 5 = E).
// Independent of D4R_DLSS_PRESET, which only affects Super Sampling.
#define WIDL_EXPLICIT_AGGREGATE_RETURNS
#include <windows.h>
#include <tlhelp32.h>
#include "d4r_asi_process.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <vulkan/vulkan_core.h>
#include "d4r_motion_dilation.h"
#include <algorithm>
#include <bit>
#include <atomic>
#include <chrono>
#include <cmath>
#include <condition_variable>
#include <cstdarg>
#include <cstdint>
#include <cstdlib>
#include <cstdio>
#include <cstring>
#include <deque>
#include <functional>
#include <list>
#include <future>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
#include "d4r_event_wait.h"
#include "d4r_frame_completion.h"
#include "d4r_render_presets.h"
#include "d4r_win32_wait.h"
#include "d4r_vkd3d_interop.h"
#include "../engine/game.h"
#include "../engine/game_m.h"
#include "../engine/game_rr.h"
#include "../engine/vk_dispatch.h"
// --- NGX types (declared locally: the core's exports differ from the SDK) --
using NgxResult = unsigned int;
constexpr NgxResult NGX_SUCCESS = 0x1;
constexpr NgxResult NGX_FAIL = 0xBAD00000;
constexpr NgxResult NGX_FAIL_FEATURE_NOT_SUPPORTED = NGX_FAIL | 1;
constexpr NgxResult NGX_FAIL_PLATFORM_ERROR = NGX_FAIL | 2;
constexpr NgxResult NGX_FAIL_INVALID_PARAMETER = NGX_FAIL | 5;
constexpr NgxResult NGX_FAIL_NOT_INITIALIZED = NGX_FAIL | 7;
constexpr NgxResult NGX_FAIL_UNSUPPORTED_FORMAT = NGX_FAIL | 14;
constexpr unsigned int NGX_FEATURE_SUPER_SAMPLING = 1;
// nvngx_dlssd.dll (DLSS-Denoiser / Ray Reconstruction), NVSDK_NGX_Feature.
constexpr unsigned int NGX_FEATURE_RAY_RECONSTRUCTION = 13;
struct NgxHandle
{
unsigned int Id;
};
struct NgxPathListInfo
{
const wchar_t* const* Path;
unsigned int Length;
};
struct NgxLoggingInfo
{
void* LoggingCallback;
int MinimumLoggingLevel;
bool DisableOtherLoggingSinks;
};
struct NgxFeatureCommonInfo
{
NgxPathListInfo PathListInfo;
void* InternalData;
NgxLoggingInfo LoggingInfo;
};
struct NgxFeatureRequirement
{
unsigned int FeatureSupported;
unsigned int MinHWArchitecture;
char MinOSVersion[255];
};
// MSVC-ABI parameter accessors (d4r_ngx_param_msvc.cpp, built with clang-cl).
extern "C"
{
void d4r_ngx_set_ull(void* parameters, const char* name, unsigned long long value);
void d4r_ngx_set_float(void* parameters, const char* name, float value);
void d4r_ngx_set_uint(void* parameters, const char* name, unsigned int value);
void d4r_ngx_set_int(void* parameters, const char* name, int value);
void d4r_ngx_set_void(void* parameters, const char* name, void* value);
NgxResult d4r_ngx_get_ull(void* parameters, const char* name, unsigned long long* value);
NgxResult d4r_ngx_get_float(void* parameters, const char* name, float* value);
NgxResult d4r_ngx_get_uint(void* parameters, const char* name, unsigned int* value);
NgxResult d4r_ngx_get_int(void* parameters, const char* name, int* value);
NgxResult d4r_ngx_get_void(void* parameters, const char* name, void** value);
NgxResult d4r_ngx_get_d3d12_resource(void* parameters, const char* name, ID3D12Resource** value);
void* d4r_ngx_parameters_create();
void d4r_ngx_parameters_destroy(void* parameters);
}
// --- CUDA driver API (through nvcuda.dll, the Wine bridge to ZLUDA) --------
using CudaDevicePtr = unsigned long long;
using CudaArray = void*;
using CudaObject = unsigned long long;
using CudaEvent = void*;
struct CudaArrayDescriptor
{
size_t Width;
size_t Height;
uint32_t Format;
uint32_t NumChannels;
};
struct CudaArray3DDescriptor
{
size_t Width;
size_t Height;
size_t Depth;
uint32_t Format;
uint32_t NumChannels;
uint32_t Flags;
};
struct CudaMemcpy2D
{
size_t srcXInBytes;
size_t srcY;
uint32_t srcMemoryType;
uint32_t srcAlignment;
const void* srcHost;
CudaDevicePtr srcDevice;
CudaArray srcArray;
size_t srcPitch;
size_t dstXInBytes;
size_t dstY;
uint32_t dstMemoryType;
uint32_t dstAlignment;
void* dstHost;
CudaDevicePtr dstDevice;
CudaArray dstArray;
size_t dstPitch;
size_t WidthInBytes;
size_t Height;
};
static_assert(sizeof(CudaMemcpy2D) == 128);
struct CudaResourceDesc
{
uint32_t resType;
uint32_t alignment;
union
{
struct
{
CudaArray hArray;
} array;
int reserved[32];
} res;
uint32_t flags;
uint32_t reserved;
};
static_assert(sizeof(CudaResourceDesc) == 144);
struct CudaTextureDesc
{
uint32_t addressMode[3];
uint32_t filterMode;
uint32_t flags;
uint32_t maxAnisotropy;
uint32_t mipmapFilterMode;
float mipmapLevelBias;
float minMipmapLevelClamp;
float maxMipmapLevelClamp;
float borderColor[4];
int32_t reserved[12];
};
static_assert(sizeof(CudaTextureDesc) == 104);
constexpr uint32_t CUDA_FORMAT_HALF = 0x10;
constexpr uint32_t CUDA_FORMAT_FLOAT = 0x20;
constexpr uint32_t CUDA_MEMORY_HOST = 1;
constexpr uint32_t CUDA_MEMORY_DEVICE = 2;
constexpr uint32_t CUDA_MEMORY_ARRAY = 3;
struct CudaApi
{
int(WINAPI* memAlloc)(CudaDevicePtr*, size_t) = nullptr;
int(WINAPI* memFree)(CudaDevicePtr) = nullptr;
int(WINAPI* arrayCreate)(CudaArray*, const CudaArrayDescriptor*) = nullptr;
int(WINAPI* array3DCreate)(CudaArray*, const CudaArray3DDescriptor*) = nullptr;
int(WINAPI* arrayDestroy)(CudaArray) = nullptr;
int(WINAPI* memcpy2D)(const CudaMemcpy2D*) = nullptr;
int(WINAPI* texObjectCreate)(CudaObject*, const CudaResourceDesc*, const CudaTextureDesc*, const void*) = nullptr;
int(WINAPI* texObjectDestroy)(CudaObject) = nullptr;
int(WINAPI* surfObjectCreate)(CudaObject*, const CudaResourceDesc*) = nullptr;
int(WINAPI* surfObjectDestroy)(CudaObject) = nullptr;
int(WINAPI* ctxSynchronize)() = nullptr;
int(WINAPI* ctxGetDevice)(int*) = nullptr;
int(WINAPI* eventCreate)(CudaEvent*, unsigned int) = nullptr;
int(WINAPI* eventRecord)(CudaEvent, void*) = nullptr;
int(WINAPI* eventQuery)(CudaEvent) = nullptr;
int(WINAPI* eventSynchronize)(CudaEvent) = nullptr;
int(WINAPI* eventElapsedTime)(float*, CudaEvent, CudaEvent) = nullptr;
int(WINAPI* eventDestroy)(CudaEvent) = nullptr;
// Optional: overlapped staging (see async_copies()).
int(WINAPI* memAllocHost)(void**, size_t) = nullptr;
int(WINAPI* memFreeHost)(void*) = nullptr;
int(WINAPI* memcpyHtoDAsync)(CudaDevicePtr, const void*, size_t, void*) = nullptr;
int(WINAPI* memcpyDtoHAsync)(void*, CudaDevicePtr, size_t, void*) = nullptr;
int(WINAPI* streamCreate)(void**, unsigned int) = nullptr;
int(WINAPI* streamSynchronize)(void*) = nullptr;
// Optional (d4r nvcuda bridge): device <-> array copies queued on the null stream.
int(WINAPI* memcpy2DAsync)(const CudaMemcpy2D*, void*) = nullptr;
// Optional (d4r nvcuda bridge): null-stream wait for a device u32, and a write from another stream.
int(WINAPI* streamWaitValue32)(CudaDevicePtr, uint32_t) = nullptr;
int(WINAPI* writeValue32)(CudaDevicePtr, uint32_t) = nullptr;
// Optional (d4r nvcuda bridge): surfaces of an array store to linear memory instead (d4r native kernels).
int(WINAPI* setArrayRedirect)(CudaArray, CudaDevicePtr, uint32_t) = nullptr;
int(WINAPI* outputKernelNative)() = nullptr;
// Optional (d4r nvcuda bridge): report a pitch-linear texture to NGX as an array of that size/format.
int(WINAPI* registerLinearTexture)(CudaObject, size_t, size_t, uint32_t, uint32_t) = nullptr;
int(WINAPI* dilateMotion)(const D4rMotionDilationParams*) = nullptr;
};
// --- official NGX core CUDA API --------------------------------------------
struct CoreApi
{
NgxResult (*init)(unsigned long long, const wchar_t*, const NgxFeatureCommonInfo*, unsigned int) = nullptr;
NgxResult (*initProjectId)(const char*, int, const char*, const wchar_t*, unsigned int,
const NgxFeatureCommonInfo*) = nullptr;
NgxResult (*shutdown)() = nullptr;
NgxResult (*getParameters)(void**) = nullptr;
NgxResult (*allocateParameters)(void**) = nullptr;
NgxResult (*getCapabilityParameters)(void**) = nullptr;
NgxResult (*destroyParameters)(void*) = nullptr;
NgxResult (*createFeature)(unsigned int, void*, NgxHandle**) = nullptr;
NgxResult (*releaseFeature)(NgxHandle*) = nullptr;
NgxResult (*evaluateFeature)(const NgxHandle*, void*, void*) = nullptr;
// The core's CUDA entry point takes a CUdevice ordinal, not an IDXGIAdapter* (its
// disassembly rejects a negative value in the first argument, which is the ordinal
// check). The D3D12 export this file implements takes an adapter and must translate.
};
// --- DLSS-Denoiser (Ray Reconstruction) ----------------------------------------
//
// nvngx_dlssd.dll carries the Ray Reconstruction models, and the NGX core loads and
// dispatches it itself: the core is the only thing that knows the denoiser's module name,
// its kernel map and its lifetime. So both features are created, evaluated and released
// through g.ngx, with feature id 13 for Ray Reconstruction, and this file's job is only to
// answer honestly whether that route exists.
//
// Existence is decided by loading the denoiser and looking for its CUDA entry points, the
// only reliable external evidence - builds genuinely differ. The 3.10.7 build exports the
// whole NVSDK_NGX_CUDA_* set; the DLAA-only build exports D3D11/D3D12/Vulkan/DirectSR and
// no CUDA entry points, and cannot serve Ray Reconstruction however it is loaded.
//
// The pointers here are resolved only as that evidence and are never called. In particular
// NVSDK_NGX_CUDA_Init in the 310.7 build is `mov eax, 0xBAD00001; ret` (RVA 0x22b80), a stub
// that only ever reports "not supported"; the core's own init is what brings the denoiser up.
// A single yes/no, not a table of entry points: nothing here is ever called. The denoiser is
// loaded by the NGX core, which is the only thing that may drive it.
struct DenoiserProbe
{
bool cudaCapable = false;
};
// --- logging -----------------------------------------------------------------
static std::mutex g_logMutex;
static FILE* g_log = nullptr;
static HMODULE g_selfModule = nullptr;
// --- portable install ----------------------------------------------------------
// The drag-in release keeps this DLL (as nvngx.dll, explicitly selected by OptiScaler's NvngxPath),
// the nvcuda bridge, ZLUDA and the native kernels in an d4r folder next to the game's executable,
// with that game's settings in d4r\d4r.ini. The file's settings become the environment variables the
// developer launcher sets (config/d4r.ini.default documents them), and a variable that is already set,
// for example in the game's launch options, wins. Settings for the Linux side (ZLUDA, the bridge) are
// handed to the bridge right after it is loaded, before its first CUDA call. Without an d4r.ini next
// to the DLL nothing changes.
struct PortableInstall
{
bool active = false;
std::wstring dir; // the d4r folder
std::string unixDir; // the same folder as a Linux path
std::vector<std::pair<std::string, std::string>> unixEnv; // for the bridge's d4rSetEnv
std::vector<std::string> notes; // logged once the log is open
};
static PortableInstall g_portable;
static std::once_flag g_portableOnce;
static bool g_logFresh = false; // a portable install starts a new log for every launch
struct IniEntry
{
std::string section, key, value;
};
static std::string ascii_lower(std::string text)
{
for (char& c : text)
c = static_cast<char>(tolower(static_cast<unsigned char>(c)));
return text;
}
static std::string trim(const std::string& text)
{
const size_t first = text.find_first_not_of(" \t\r\n");
if (first == std::string::npos)
return std::string();
return text.substr(first, text.find_last_not_of(" \t\r\n") - first + 1);
}
// INI in the configparser dialect d4r_config.py reads: [Section], key = value, full-line comments
// with ; or #, inline comments after whitespace.
static 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 = ascii_lower(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;
}
// The last value for [section] key; "" when it is missing, empty or "auto".
static std::string ini_value(const std::vector<IniEntry>& ini, const char* section, const char* key)
{
std::string result;
for (const IniEntry& entry : ini)
if (entry.section == section && ascii_lower(entry.key) == ascii_lower(key))
result = entry.value;
return ascii_lower(result) == "auto" ? std::string() : result;
}
// 1 or 0 for a boolean setting, fallback when it is unset or not a boolean.
static int ini_flag(const std::vector<IniEntry>& ini, const char* section, const char* key, int fallback)
{
const std::string value = ascii_lower(ini_value(ini, section, key));
if (value.empty())
return fallback;
if (value == "1" || value == "true" || value == "yes" || value == "on")
return 1;
if (value == "0" || value == "false" || value == "no" || value == "off")
return 0;
g_portable.notes.push_back("d4r.ini: [" + std::string(section) + "] " + key + " must be true or false, not '" +
value + "'; using " + (fallback ? "true" : "false"));
return fallback;
}
static bool read_whole_file(const std::wstring& path, std::string& text)
{
HANDLE file = CreateFileW(path.c_str(), GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_WRITE, nullptr, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE)
return false;
LARGE_INTEGER size = {};
bool ok = GetFileSizeEx(file, &size) && size.QuadPart < (1 << 20);
if (ok)
{
text.resize(static_cast<size_t>(size.QuadPart));
DWORD read = 0;
ok = text.empty() || (ReadFile(file, text.data(), static_cast<DWORD>(text.size()), &read, nullptr) &&
read == text.size());
}
CloseHandle(file);
return ok;
}
static bool file_exists(const std::wstring& path)
{
const DWORD attributes = GetFileAttributesW(path.c_str());
return attributes != INVALID_FILE_ATTRIBUTES && (attributes & FILE_ATTRIBUTE_DIRECTORY) == 0;
}
// Wine's kernel32 maps a Windows path to the Linux one.
static std::string unix_path(const std::wstring& path)
{
using UnixFileNameFn = char*(CDECL*)(const wchar_t*);
const auto function = reinterpret_cast<UnixFileNameFn>(
reinterpret_cast<void*>(GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "wine_get_unix_file_name")));
char* result = function != nullptr ? function(path.c_str()) : nullptr;
if (result == nullptr)
return std::string();
std::string text(result);
HeapFree(GetProcessHeap(), 0, result);
return text;
}
static std::wstring widen(const std::string& text)
{
std::wstring wide(text.size() + 1, L'\0');
const int length = MultiByteToWideChar(CP_UTF8, 0, text.c_str(), -1, wide.data(), static_cast<int>(wide.size()));
wide.resize(length > 0 ? static_cast<size_t>(length - 1) : 0);
return wide;
}
// A Windows path from d4r.ini: absolute (C:\..., \\...) or relative to the d4r folder.
static std::wstring portable_path(const std::string& value)
{
const std::wstring path = widen(value);
if ((path.size() > 2 && path[1] == L':') || (path.size() > 1 && path[0] == L'\\' && path[1] == L'\\'))
return path;
return g_portable.dir + L"\\" + path;
}
static void portable_set(const char* name, const std::string& value)
{
if (GetEnvironmentVariableA(name, nullptr, 0) == 0)
SetEnvironmentVariableA(name, value.c_str());
}
static void portable_set(const wchar_t* name, const std::wstring& value)
{
if (GetEnvironmentVariableW(name, nullptr, 0) == 0)
SetEnvironmentVariableW(name, value.c_str());
}
static void portable_set_unix(const char* name, const std::string& value)
{
g_portable.unixEnv.emplace_back(name, value);
}
// [DLSS] Model: a preset letter, a friendly name or a render-preset number; "" leaves the choice to the game.
static std::string preset_number(const std::string& model)
{
std::string name;
for (char c : model)
name += static_cast<char>(toupper(static_cast<unsigned char>(c)));
if (name.empty() || name == "GAME" || name == "DEFAULT")
return std::string();
if (name.find_first_not_of("0123456789") == std::string::npos)
return name;
static const std::pair<const char*, const char*> aliases[] = {
{"CNN", "E"}, {"DLSS3", "E"}, {"DLSS4", "K"}, {"DLSS4.5", "M"}, {"TRANSFORMER", "K"}};
for (const auto& [alias, letter] : aliases)
if (name == alias)
name = letter;
static const std::pair<const char*, int> letters[] = {{"A", 1}, {"B", 2}, {"C", 3}, {"D", 4}, {"E", 5}, {"F", 6},
{"G", 7}, {"J", 10}, {"K", 11}, {"L", 12}, {"M", 13}};
for (const auto& [letter, number] : letters)
if (name == letter)
return std::to_string(number);
g_portable.notes.push_back("d4r.ini: [DLSS] Model '" + model + "' is not a preset (use K, E, L, M or a number); "
"leaving the preset to the game");
return std::string();
}
static void load_portable_config()
{
wchar_t module[MAX_PATH] = {};
const DWORD length = GetModuleFileNameW(g_selfModule, module, MAX_PATH);
if (length == 0 || length >= MAX_PATH)
return;
std::wstring dir(module, length);
// ASI delivery keeps its runtime in a companion d4r/ folder beside the ASI.
// DLL delivery stays self-relative.
const auto dot = dir.find_last_of(L'.');
if (dot != std::wstring::npos && _wcsicmp(dir.c_str() + dot, L".asi") == 0)
{
dir.resize(dir.find_last_of(L"\\/"));
dir += L"\\d4r";
}
else
dir.resize(dir.find_last_of(L"\\/"));
g_portable.dir = dir; // also without d4r.ini: the default log goes here
std::string text;
if (!read_whole_file(dir + L"\\d4r.ini", text))
return; // developer layout: the launcher's environment has everything
const std::vector<IniEntry> ini = parse_ini(text);
g_portable.active = true;
g_portable.unixDir = unix_path(dir);
if (g_portable.unixDir.empty())
g_portable.notes.push_back("cannot map the d4r folder to a Linux path (not running under Wine?)");
// Files of the install; NGX looks for nvngx_dlss.dll next to this DLL.
portable_set(L"D4R_NVCUDA_BRIDGE", dir + L"\\nvcuda.dll");
const std::string core = ini_value(ini, "paths", "NgxCore");
portable_set(L"D4R_NGX_CORE", core.empty() ? dir + L"\\ngx\\_nvngx.dll" : portable_path(core));
portable_set(L"D4R_NGX_FEATURE_DIR", dir);
const std::string log = ini_value(ini, "debug", "Log");
g_logFresh = log.empty();
portable_set(L"D4R_SHIM_LOG", log.empty() ? dir + L"\\d4r_nvngx.log" : portable_path(log));
portable_set("D4R_CUDA_CAPTURE", "0"); // the bridge would otherwise save every DLSS module it loads
const std::string zluda = ini_value(ini, "paths", "ZludaDir");
portable_set_unix("D4R_ZLUDA_LIBCUDA", (zluda.empty() ? g_portable.unixDir + "/zluda" : zluda) + "/libcuda.so");
// The release's bundled ROCm runtime unless d4r.ini names another
const std::string rocm = ini_value(ini, "paths", "RocmDir");
if (!rocm.empty())
portable_set_unix("D4R_ROCM_DIR", rocm);
else if (!g_portable.unixDir.empty() && GetFileAttributesW((dir + L"\\rocm\\lib").c_str()) != INVALID_FILE_ATTRIBUTES)
portable_set_unix("D4R_ROCM_DIR", g_portable.unixDir + "/rocm");
const std::string cache = ini_value(ini, "paths", "CacheDir");
portable_set_unix("D4R_ZLUDA_CACHE_HOME", cache.empty() ? "~/.cache/d4r" : cache);
std::string model = ini_value(ini, "dlss", "Model");
if (ascii_lower(model) != "game")
model = preset_number(model.empty() ? "K" : model);
else
model.clear();
if (!model.empty())
portable_set("D4R_DLSS_PRESET", model);
// Ray Reconstruction is configured on its own section and drives its own feature, so
// nothing here reaches [DLSS] Model and nothing there reaches this.
//
// Enable: true -> D4R_RR_ENABLE=1, false -> 0, auto/unset -> the variable is left alone,
// which is the same thing as auto here: Ray Reconstruction is offered exactly when a
// CUDA-capable denoiser really loaded and initialised.
const std::string rrEnable = ascii_lower(ini_value(ini, "rayreconstruction", "Enable"));
if (rrEnable == "true" || rrEnable == "on" || rrEnable == "1")
portable_set("D4R_RR_ENABLE", "1");
else if (rrEnable == "false" || rrEnable == "off" || rrEnable == "0")
portable_set("D4R_RR_ENABLE", "0");
else if (!rrEnable.empty() && rrEnable != "auto")
g_portable.notes.push_back("d4r.ini: [RayReconstruction] Enable must be true, false or auto, not '" +
rrEnable + "'; treating it as auto");
// Model: auto/unset leaves the choice to the game; "default" is the SDK's Default preset
// (0); D (4) and E (5) are the two the SDK gives a meaning to. F and above are
// documented as reverting to default behaviour, so they are not offered. E is the model
// to pick when the depth-of-field guide is in use. These are the same values
// scripts/d4r_config.py accepts, so both ways of reading d4r.ini agree.
const std::string rrModel = ascii_lower(ini_value(ini, "rayreconstruction", "Model"));
if (!rrModel.empty() && rrModel != "auto" && rrModel != "game")
{
std::string upper = rrModel;
for (char& c : upper)
c = static_cast<char>(toupper(static_cast<unsigned char>(c)));
if (upper == "DEFAULT")
portable_set("D4R_RR_PRESET", "0");
else if (upper == "D")
portable_set("D4R_RR_PRESET", "4");
else if (upper == "E")
portable_set("D4R_RR_PRESET", "5");
else if (upper == "F") // DLSS 4.5 Ray Reconstruction: nvngx_dlssd.dll 310.9 or later
portable_set("D4R_RR_PRESET", "6");
else if (upper == "0" || upper == "4" || upper == "5" || upper == "6")
portable_set("D4R_RR_PRESET", upper);
else
g_portable.notes.push_back("d4r.ini: [RayReconstruction] Model must be auto, default, D, E or F, not '" +
rrModel + "'; leaving the model to the game");
}
const std::string age = ini_value(ini, "latency", "FrameAge");
if (age.empty() || age == "0")
{
portable_set("D4R_SHIM_SPLIT_FRAME", "1");
portable_set("D4R_SHIM_MAX_IN_FLIGHT", "3");
}
else if (age == "1" || age == "2" || age == "3")
{
portable_set("D4R_SHIM_SPLIT_FRAME", "0");
portable_set("D4R_SHIM_MAX_IN_FLIGHT", age);
}
else
g_portable.notes.push_back("d4r.ini: [Latency] FrameAge must be 0-3, not '" + age + "'");
// Native kernels: d4r\kernels, each used only when DLSS's PTX for it matches (see the bridge).
const std::string native = ascii_lower(ini_value(ini, "kernels", "NativeKernels"));
// The bridge selects accuracy variants and enforces their compiler/sync policy before cuInit.
portable_set_unix("D4R_PREFER_ACCURACY", ini_flag(ini, "kernels", "PreferAccuracy", 0) ? "1" : "0");
portable_set_unix("D4R_NATIVE_SWIN_ENCODERS", ini_flag(ini, "kernels", "NativeSwinEncoders", 1) ? "1" : "0");
const bool nativeOn = native.empty() || native == "on" || native == "true" || native == "1" || native == "fast";
if (!nativeOn && native != "off" && native != "false" && native != "0")
g_portable.notes.push_back("d4r.ini: [Kernels] NativeKernels must be on or off, not '" + native + "'");
if (nativeOn && !g_portable.unixDir.empty())
portable_set_unix("D4R_ZLUDA_NATIVE_DIR", g_portable.unixDir + "/kernels");
portable_set_unix("D4R_ZLUDA_WMMA", ini_flag(ini, "kernels", "Wmma", 1) ? "1" : "0");
portable_set_unix("D4R_ZLUDA_WMMA_FP8", ini_flag(ini, "kernels", "Fp8Wmma", 1) ? "1" : "0");
// RDNA4's native FP8 WMMA; ZLUDA and the bridge ignore it on other GPUs
portable_set_unix("D4R_ZLUDA_WMMA_FP8_NATIVE", ini_flag(ini, "kernels", "NativeFp8", 1) ? "1" : "0");
portable_set_unix("D4R_ZLUDA_IGNORE_DENORMAL", ini_flag(ini, "kernels", "IgnoreDenormals", 1) ? "1" : "0");
const std::string maxBlock = ini_value(ini, "kernels", "ImplicitMaxBlock");
portable_set_unix("D4R_ZLUDA_IMPLICIT_MAX_BLOCK", maxBlock.empty() ? "256" : maxBlock);
static const struct
{
const char* key;
const char* variable;
int fallback;
} interop[] = {{"VramInterop", "D4R_SHIM_VRAM_INTEROP", 1}, {"InputSync", "D4R_SHIM_INPUT_SYNC", 1},
{"LinearInputs", "D4R_SHIM_LINEAR_INPUTS", 1},
{"EvalSync", "D4R_SHIM_EVAL_SYNC", 0}};
for (const auto& setting : interop)
portable_set(setting.variable, ini_flag(ini, "interop", setting.key, setting.fallback) ? "1" : "0");
portable_set_unix("D4R_ELIDE_NGX_SYNC", ini_flag(ini, "interop", "ElideNgxSync", 1) ? "1" : "0");
const std::string poll = ini_value(ini, "interop", "MarkerPollUs");
portable_set("D4R_SHIM_MARKER_POLL_US", poll.empty() ? "200" : poll);
// Direct output takes effect only while NGX runs the native output kernel (the bridge reports it); the
// release cannot ship that kernel, which is built from NVIDIA's PTX.
portable_set("D4R_SHIM_OUTPUT_DIRECT", ini_flag(ini, "interop", "DirectOutput", nativeOn) ? "1" : "0");
// [Engine]: d4r's own Vulkan inference for DLSS 4 (K); the model is looked up in d4r\engine\k
portable_set("D4R_ENGINE", ini_flag(ini, "engine", "Enabled", 0) ? "1" : "0");
if (const std::string engineModel = ini_value(ini, "engine", "ModelDir"); !engineModel.empty())
portable_set(L"D4R_ENGINE_MODEL_DIR", portable_path(engineModel));
// Network: the network on the engine's Vulkan shader ("vulkan", and the default: "auto") or on the native HIP
// layers ("hip", when the model has them)
if (const std::string network = ini_value(ini, "engine", "Network"); network == "hip" || network == "vulkan")
portable_set("D4R_ENGINE_NETWORK", network);
else if (!network.empty() && network != "auto")
g_portable.notes.push_back("[Engine] Network must be auto, hip or vulkan; using auto");
portable_set("D4R_SHIM_WATERMARK", ini_flag(ini, "dlss", "ShowWatermark", 0) ? "1" : "0");
const std::string dilation = ini_value(ini, "interop", "MotionVectorDilation");
if (dilation.empty() || dilation == "0" || dilation == "1" || dilation == "2")
portable_set("D4R_MOTION_DILATION", dilation.empty() ? "0" : dilation);
else
g_portable.notes.push_back("MotionVectorDilation must be 0, 1 or 2; using original motion vectors");
if (ini_flag(ini, "debug", "Profile", 0))
portable_set("D4R_PROFILE", "1");
if (const std::string level = ini_value(ini, "debug", "NgxLogLevel"); !level.empty())
portable_set("D4R_NGX_LOG_LEVEL", level);
// [Env]: any other variable, for both sides
for (const IniEntry& entry : ini)
if (entry.section == "env" && !entry.key.empty())
{
portable_set(entry.key.c_str(), entry.value);
portable_set_unix(entry.key.c_str(), entry.value);
}
if (!file_exists(dir + L"\\nvngx_dlss.dll"))
g_portable.notes.push_back("nvngx_dlss.dll is missing: copy NVIDIA's DLSS library (310.7 or 310.9 recommended) "
"into the d4r folder");
// Only a note: without the denoiser Super Sampling is unaffected and Ray Reconstruction
// simply reports itself unavailable, which is the same thing the capability answer says.
if (ini_flag(ini, "rayreconstruction", "Enable", 1) && !file_exists(dir + L"\\nvngx_dlssd.dll"))
g_portable.notes.push_back("nvngx_dlssd.dll is missing: copy NVIDIA's DLSS-Denoiser library (3.10.7, the "
"build that exports NVSDK_NGX_CUDA_*) into the d4r folder to get Ray "
"Reconstruction");
wchar_t corePath[MAX_PATH] = {};
const DWORD coreLength = GetEnvironmentVariableW(L"D4R_NGX_CORE", corePath, MAX_PATH);
if (coreLength > 0 && coreLength < MAX_PATH && !file_exists(corePath))
g_portable.notes.push_back("the NGX core is missing: copy NVIDIA's _nvngx.dll into d4r\\ngx");
}
static void ensure_portable_config()
{
std::call_once(g_portableOnce, load_portable_config);
}
static void log_open()
{
ensure_portable_config();
wchar_t path[MAX_PATH] = {};
DWORD length = GetEnvironmentVariableW(L"D4R_SHIM_LOG", path, MAX_PATH);
if (length > 0 && length < MAX_PATH)
g_log = _wfopen(path, g_logFresh ? L"w" : L"a");
else if (!g_portable.dir.empty()) // no log when the DLL's folder is unknown
g_log = _wfopen((g_portable.dir + L"\\d4r_nvngx.log").c_str(), g_logFresh ? L"w" : L"a");
}
static void logf(const char* format, ...)
{
std::lock_guard<std::mutex> lock(g_logMutex);
if (g_log == nullptr)
log_open();
if (g_log == nullptr)
return;
std::fprintf(g_log, "[%10.3f] ", GetTickCount64() / 1000.0);
va_list arguments;
va_start(arguments, format);
std::vfprintf(g_log, format, arguments);
va_end(arguments);
std::fputc('\n', g_log);
std::fflush(g_log);
}
// NGX core and feature diagnostics, routed into the shim log.
static void ngx_log_callback(const char* message, int level, unsigned int component)
{
if (message == nullptr)
return;
std::string line(message);
while (!line.empty() && (line.back() == '\n' || line.back() == '\r'))
line.pop_back();
logf("NGX[%d/%u] %s", level, component, line.c_str());
}
static unsigned int env_uint(const char* name, unsigned int fallback)
{
char value[64] = {};
DWORD length = GetEnvironmentVariableA(name, value, sizeof(value));
if (length == 0 || length >= sizeof(value) || value[0] < '0' || value[0] > '9')
return fallback; // also signs and text: strtoul turns "-1" into 4294967295
return static_cast<unsigned int>(std::strtoul(value, nullptr, 0));
}
static std::string env_string(const char* name)
{
char value[1024] = {};
const DWORD length = GetEnvironmentVariableA(name, value, sizeof(value));
return length > 0 && length < sizeof(value) ? std::string(value, length) : std::string();
}
static bool profile_enabled()
{
static const bool enabled = env_uint("D4R_PROFILE", 0) != 0;
return enabled;
}
using ProfileClock = std::chrono::steady_clock;
static double profile_ms(ProfileClock::time_point start, ProfileClock::time_point end)
{
return std::chrono::duration<double, std::milli>(end - start).count();
}
static double profile_thread_cpu_ms()
{
FILETIME created = {}, exited = {}, kernel = {}, user = {};
if (!GetThreadTimes(GetCurrentThread(), &created, &exited, &kernel, &user))
return -1.0;
const uint64_t kernelTicks = (static_cast<uint64_t>(kernel.dwHighDateTime) << 32) | kernel.dwLowDateTime;
const uint64_t userTicks = (static_cast<uint64_t>(user.dwHighDateTime) << 32) | user.dwLowDateTime;
return static_cast<double>(kernelTicks + userTicks) / 10000.0;
}
// --- CUDA worker thread --------------------------------------------------------
// Every NGX-core and CUDA call runs on this thread so the ZLUDA context that
// the nvcuda bridge creates on first use stays current.
class Worker
{
public:
void start()
{
// Detached: the process may exit without shutting NGX down.
std::thread([this] { run(); }).detach();
}
void post(std::function<void()> job)
{
{
std::lock_guard<std::mutex> lock(mutex_);
jobs_.push_back(std::move(job));
}
condition_.notify_one();
}
size_t pending()
{
std::lock_guard<std::mutex> lock(mutex_);
return jobs_.size();
}
template <typename Function> auto call(Function function) -> decltype(function())
{
using Result = decltype(function());
auto task = std::make_shared<std::packaged_task<Result()>>(std::move(function));
auto future = task->get_future();
post([task] { (*task)(); });
return future.get();
}
private:
void run()
{
for (;;)
{
std::function<void()> job;
{
std::unique_lock<std::mutex> lock(mutex_);
condition_.wait(lock, [this] { return !jobs_.empty(); });
job = std::move(jobs_.front());
jobs_.pop_front();
}
job();
}
}
std::mutex mutex_;
std::condition_variable condition_;
std::deque<std::function<void()>> jobs_;
};
// --- half/float and packed format conversions --------------------------------
static uint16_t float_to_half(float value)
{
uint32_t bits;
std::memcpy(&bits, &value, sizeof(bits));
const uint32_t sign = (bits >> 16) & 0x8000u;
const uint32_t exponent = (bits >> 23) & 0xffu;
uint32_t mantissa = bits & 0x7fffffu;
if (exponent == 0xff)
return static_cast<uint16_t>(sign | 0x7c00u | (mantissa ? 0x200u : 0u));
int halfExponent = static_cast<int>(exponent) - 112;
if (halfExponent >= 31)
return static_cast<uint16_t>(sign | 0x7c00u);
uint32_t shift = 13;
if (halfExponent <= 0)
{
if (halfExponent < -10)
return static_cast<uint16_t>(sign);
mantissa |= 0x800000u;
shift = static_cast<uint32_t>(14 - halfExponent);
halfExponent = 0;
}
const uint32_t halfMantissa = mantissa >> shift;
const uint32_t remainder = mantissa & ((1u << shift) - 1u);
const uint32_t halfway = 1u << (shift - 1u);
uint32_t result = sign | (static_cast<uint32_t>(halfExponent) << 10);
result += halfMantissa & (halfExponent == 0 ? 0x7ffu : 0x3ffu);
if (remainder > halfway || (remainder == halfway && (halfMantissa & 1u)))
++result;
return static_cast<uint16_t>(result);
}
static float half_to_float(uint16_t bits)
{
const uint32_t sign = static_cast<uint32_t>(bits & 0x8000u) << 16;
const uint32_t exponent = (bits >> 10) & 0x1fu;
const uint32_t mantissa = bits & 0x3ffu;
uint32_t result;
if (exponent == 0)
{
float magnitude = static_cast<float>(mantissa) * (1.0f / 16777216.0f);
std::memcpy(&result, &magnitude, sizeof(result));
result |= sign;
}
else if (exponent == 0x1f)
result = sign | 0x7f800000u | (mantissa << 13);
else
result = sign | ((exponent + 112u) << 23) | (mantissa << 13);
float value;
std::memcpy(&value, &result, sizeof(value));
return value;
}
// Unsigned small floats (R11G11B10): 5-bit exponent, 6 or 5 bit mantissa.
static float small_float_to_float(uint32_t bits, int mantissaBits)
{
const uint32_t exponent = (bits >> mantissaBits) & 0x1fu;
const uint32_t mantissa = bits & ((1u << mantissaBits) - 1u);
if (exponent == 0)
return std::ldexp(static_cast<float>(mantissa), -14 - mantissaBits);
if (exponent == 0x1f)
return mantissa ? NAN : INFINITY;
return std::ldexp(1.0f + static_cast<float>(mantissa) / static_cast<float>(1u << mantissaBits),
static_cast<int>(exponent) - 15);
}
static uint32_t float_to_small_float(float value, int mantissaBits)
{
if (!(value > 0.0f))
return 0; // negatives and NaN clamp to zero
const float maximum = std::ldexp(2.0f - std::ldexp(1.0f, -mantissaBits), 15);
if (value >= maximum)
value = maximum;
int exponent;
const float fraction = std::frexp(value, &exponent); // value = fraction * 2^exponent
int biased = exponent - 1 + 15;
if (biased <= 0)
{
const uint32_t mantissa = static_cast<uint32_t>(std::lround(std::ldexp(value, 14 + mantissaBits)));
return mantissa;
}
uint32_t mantissa = static_cast<uint32_t>(std::lround((fraction * 2.0f - 1.0f) * static_cast<float>(1u << mantissaBits)));
if (mantissa >= (1u << mantissaBits))
{
mantissa = 0;
++biased;
}
if (biased >= 31)
return (30u << mantissaBits) | ((1u << mantissaBits) - 1u);
return (static_cast<uint32_t>(biased) << mantissaBits) | mantissa;
}
// Canonical CUDA-side layouts: color RGBA16F, depth R32F, motion RG16F,
// exposure R32F, output RGBA16F.
enum class Plane
{
Color,
Depth,
Motion,
Exposure
};
static bool supported_input(Plane plane, DXGI_FORMAT format)
{
switch (plane)
{
case Plane::Color:
return format == DXGI_FORMAT_R16G16B16A16_FLOAT || format == DXGI_FORMAT_R16G16B16A16_TYPELESS ||
format == DXGI_FORMAT_R32G32B32A32_FLOAT || format == DXGI_FORMAT_R11G11B10_FLOAT ||
format == DXGI_FORMAT_R10G10B10A2_UNORM || format == DXGI_FORMAT_R10G10B10A2_TYPELESS ||
format == DXGI_FORMAT_R8G8B8A8_UNORM || format == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB ||
format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_UNORM ||
format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB || format == DXGI_FORMAT_B8G8R8A8_TYPELESS ||
format == DXGI_FORMAT_R9G9B9E5_SHAREDEXP;
case Plane::Depth:
return format == DXGI_FORMAT_D32_FLOAT || format == DXGI_FORMAT_R32_FLOAT ||
format == DXGI_FORMAT_R32_TYPELESS || format == DXGI_FORMAT_D32_FLOAT_S8X24_UINT ||
format == DXGI_FORMAT_R32G8X24_TYPELESS || format == DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS ||
format == DXGI_FORMAT_D24_UNORM_S8_UINT || format == DXGI_FORMAT_R24G8_TYPELESS ||
format == DXGI_FORMAT_R24_UNORM_X8_TYPELESS || format == DXGI_FORMAT_D16_UNORM ||
format == DXGI_FORMAT_R16_UNORM || format == DXGI_FORMAT_R16_TYPELESS ||
format == DXGI_FORMAT_R16_FLOAT;
case Plane::Motion:
return format == DXGI_FORMAT_R16G16_FLOAT || format == DXGI_FORMAT_R16G16_TYPELESS ||
format == DXGI_FORMAT_R32G32_FLOAT || format == DXGI_FORMAT_R32G32_TYPELESS ||
format == DXGI_FORMAT_R16G16B16A16_FLOAT || format == DXGI_FORMAT_R16G16B16A16_TYPELESS ||
format == DXGI_FORMAT_R32G32B32A32_FLOAT || format == DXGI_FORMAT_R8G8B8A8_UNORM;
case Plane::Exposure:
return format == DXGI_FORMAT_R32_FLOAT || format == DXGI_FORMAT_R32_TYPELESS ||
format == DXGI_FORMAT_R16_FLOAT || format == DXGI_FORMAT_R16_TYPELESS ||
format == DXGI_FORMAT_R32G32B32A32_FLOAT || format == DXGI_FORMAT_R16G16B16A16_FLOAT;
}
return false;
}
static bool supported_output(DXGI_FORMAT format)
{
return format == DXGI_FORMAT_R16G16B16A16_FLOAT || format == DXGI_FORMAT_R16G16B16A16_TYPELESS ||
format == DXGI_FORMAT_R32G32B32A32_FLOAT || format == DXGI_FORMAT_R11G11B10_FLOAT ||
format == DXGI_FORMAT_R10G10B10A2_UNORM || format == DXGI_FORMAT_R10G10B10A2_TYPELESS ||
format == DXGI_FORMAT_R8G8B8A8_UNORM || format == DXGI_FORMAT_R8G8B8A8_TYPELESS ||
format == DXGI_FORMAT_B8G8R8A8_UNORM || format == DXGI_FORMAT_B8G8R8A8_TYPELESS ||
format == DXGI_FORMAT_R9G9B9E5_SHAREDEXP;
}
static float unorm(uint32_t value, int bits)
{
return static_cast<float>(value) / static_cast<float>((1u << bits) - 1u);
}
static uint32_t to_unorm(float value, int bits)
{
const float clamped = value < 0.0f ? 0.0f : (value > 1.0f ? 1.0f : value);
return static_cast<uint32_t>(std::lround(clamped * static_cast<float>((1u << bits) - 1u)));
}
// Converts one row of a D3D12 texel format into the canonical layout.
static void convert_row_in(Plane plane, DXGI_FORMAT format, const uint8_t* source, void* destination, UINT width)
{
uint16_t* half = static_cast<uint16_t*>(destination);
float* single = static_cast<float*>(destination);
for (UINT x = 0; x < width; ++x)
{
switch (plane)
{
case Plane::Color:
{
float rgba[4] = {0.0f, 0.0f, 0.0f, 1.0f};
switch (format)
{
case DXGI_FORMAT_R16G16B16A16_FLOAT:
case DXGI_FORMAT_R16G16B16A16_TYPELESS:
std::memcpy(half + x * 4, source + x * 8, 8);
continue;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
std::memcpy(rgba, source + x * 16, 16);
break;
case DXGI_FORMAT_R11G11B10_FLOAT:
{
uint32_t packed;
std::memcpy(&packed, source + x * 4, 4);
rgba[0] = small_float_to_float(packed & 0x7ffu, 6);
rgba[1] = small_float_to_float((packed >> 11) & 0x7ffu, 6);
rgba[2] = small_float_to_float((packed >> 22) & 0x3ffu, 5);
break;
}
case DXGI_FORMAT_R10G10B10A2_UNORM:
case DXGI_FORMAT_R10G10B10A2_TYPELESS:
{
uint32_t packed;
std::memcpy(&packed, source + x * 4, 4);
rgba[0] = unorm(packed & 0x3ffu, 10);
rgba[1] = unorm((packed >> 10) & 0x3ffu, 10);
rgba[2] = unorm((packed >> 20) & 0x3ffu, 10);
rgba[3] = unorm(packed >> 30, 2);
break;
}
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
rgba[0] = unorm(source[x * 4 + 2], 8);
rgba[1] = unorm(source[x * 4 + 1], 8);
rgba[2] = unorm(source[x * 4 + 0], 8);
rgba[3] = unorm(source[x * 4 + 3], 8);
break;
case DXGI_FORMAT_R9G9B9E5_SHAREDEXP:
{
// Microsoft spec: c = (p >> offset) & 0x1FF, E = (p >> 27) & 0x1F,
// v = c * 2^(E - 24) for every E: there is no implicit leading bit.
uint32_t packed;
std::memcpy(&packed, source + x * 4, 4);
uint32_t e = (packed >> 27) & 0x1Fu;
float scale = std::ldexp(1.0f, (int)e - 24);
rgba[0] = static_cast<float>((packed >> 0) & 0x1FFu) * scale;
rgba[1] = static_cast<float>((packed >> 9) & 0x1FFu) * scale;
rgba[2] = static_cast<float>((packed >> 18) & 0x1FFu) * scale;
rgba[3] = 1.0f;
break;
}
default: // RGBA8 variants
for (int c = 0; c < 4; ++c)
rgba[c] = unorm(source[x * 4 + c], 8);
break;
}
for (int c = 0; c < 4; ++c)
half[x * 4 + c] = float_to_half(rgba[c]);
break;
}
case Plane::Depth:
{
switch (format)
{
case DXGI_FORMAT_D24_UNORM_S8_UINT:
case DXGI_FORMAT_R24G8_TYPELESS:
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
{
uint32_t packed;
std::memcpy(&packed, source + x * 4, 4);
single[x] = unorm(packed & 0xffffffu, 24);
break;
}
case DXGI_FORMAT_D16_UNORM:
case DXGI_FORMAT_R16_UNORM:
case DXGI_FORMAT_R16_TYPELESS:
{
uint16_t value;
std::memcpy(&value, source + x * 2, 2);
single[x] = unorm(value, 16);
break;
}
case DXGI_FORMAT_R16_FLOAT:
{
uint16_t value;
std::memcpy(&value, source + x * 2, 2);
single[x] = half_to_float(value);
break;
}
default: // 32-bit float depth (the depth plane of D32S8 copies as 4 bytes)
std::memcpy(single + x, source + x * 4, 4);
break;
}
break;
}
case Plane::Motion:
switch (format)
{
case DXGI_FORMAT_R16G16_FLOAT:
case DXGI_FORMAT_R16G16_TYPELESS:
std::memcpy(half + x * 2, source + x * 4, 4);
break;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
case DXGI_FORMAT_R16G16B16A16_TYPELESS:
std::memcpy(half + x * 2, source + x * 8, 4);
break;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_R32G32_FLOAT:
case DXGI_FORMAT_R32G32_TYPELESS:
{
const size_t stride = format == DXGI_FORMAT_R32G32B32A32_FLOAT ? 16 : 8;
float mv[2];
std::memcpy(mv, source + x * stride, 8);
half[x * 2] = float_to_half(mv[0]);
half[x * 2 + 1] = float_to_half(mv[1]);
break;
}
case DXGI_FORMAT_R8G8B8A8_UNORM:
{
const uint8_t* rgba = source + x * 4;
half[x * 2] = float_to_half(static_cast<float>(rgba[0]) / 255.0f);
half[x * 2 + 1] = float_to_half(static_cast<float>(rgba[1]) / 255.0f);
break;
}
default:
break;
}
break;
case Plane::Exposure:
switch (format)
{
case DXGI_FORMAT_R16_FLOAT:
case DXGI_FORMAT_R16_TYPELESS:
case DXGI_FORMAT_R16G16B16A16_FLOAT:
{
uint16_t value;
std::memcpy(&value, source + x * (format == DXGI_FORMAT_R16G16B16A16_FLOAT ? 8 : 2), 2);
single[x] = half_to_float(value);
break;
}
default:
std::memcpy(single + x, source + x * (format == DXGI_FORMAT_R32G32B32A32_FLOAT ? 16 : 4), 4);
break;
}
break;
}
}
}
// Formats whose texels are bit-identical to the canonical CUDA layout (the
// cases convert_row_in handles as a plain copy), so the mapped staging rows can
// be copied straight into the CUDA array with their D3D12 row pitch.
static bool canonical_input(Plane plane, DXGI_FORMAT format)
{
switch (plane)
{
case Plane::Color:
return format == DXGI_FORMAT_R16G16B16A16_FLOAT || format == DXGI_FORMAT_R16G16B16A16_TYPELESS;
case Plane::Depth:
return format == DXGI_FORMAT_D32_FLOAT || format == DXGI_FORMAT_R32_FLOAT ||
format == DXGI_FORMAT_R32_TYPELESS || format == DXGI_FORMAT_D32_FLOAT_S8X24_UINT ||
format == DXGI_FORMAT_R32G8X24_TYPELESS || format == DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
case Plane::Motion:
return format == DXGI_FORMAT_R16G16_FLOAT || format == DXGI_FORMAT_R16G16_TYPELESS;
case Plane::Exposure:
return format == DXGI_FORMAT_R32_FLOAT || format == DXGI_FORMAT_R32_TYPELESS;
}
return false;
}
// R11G11B10 floats share binary16's 5-bit exponent and bias, so each channel
// widens to half exactly by shifting its mantissa; NaN becomes the quiet NaN
// float_to_half produces. Matches convert_row_in bit for bit, without libm.
static uint16_t small_float_to_half(uint32_t bits, int mantissaBits)
{
const uint32_t exponent = (bits >> mantissaBits) & 0x1fu;
const uint32_t mantissa = bits & ((1u << mantissaBits) - 1u);
if (exponent == 0x1f && mantissa != 0)
return 0x7e00u;
return static_cast<uint16_t>((exponent << 10) | (mantissa << (10 - mantissaBits)));
}
static void convert_r11g11b10_row(const uint8_t* source, uint16_t* half, UINT width)
{
for (UINT x = 0; x < width; ++x)
{
uint32_t packed;
std::memcpy(&packed, source + x * 4, 4);
half[x * 4 + 0] = small_float_to_half(packed & 0x7ffu, 6);
half[x * 4 + 1] = small_float_to_half((packed >> 11) & 0x7ffu, 6);
half[x * 4 + 2] = small_float_to_half((packed >> 22) & 0x3ffu, 5);
half[x * 4 + 3] = 0x3c00u; // 1.0
}
}
// Packs one RGBA16F DLSS texel into the 9-9-9-5 shared-exponent layout.
// Microsoft spec: v = c * 2^(E - 24), c in [0, 511]. The exponent is chosen as
// the smallest E such that all channels fit in 9 bits, then each channel is
// rounded to the nearest representable value (round-half-even, matching
// D3D's conversion semantics). Values above the format's max (65408.0) are
// clamped, like D3D12 does.
static void rgbe_pack(const float rgba[4], uint8_t* destination)
{
const float MAX_VALUE = 65408.0f; // 511 * 2^(31 - 24)
float r = rgba[0] < 0.0f ? 0.0f : (rgba[0] > MAX_VALUE ? MAX_VALUE : rgba[0]);
float g = rgba[1] < 0.0f ? 0.0f : (rgba[1] > MAX_VALUE ? MAX_VALUE : rgba[1]);
float b = rgba[2] < 0.0f ? 0.0f : (rgba[2] > MAX_VALUE ? MAX_VALUE : rgba[2]);
float mx = fmaxf(fmaxf(r, g), b);
// Smallest scale (i.e. smallest e) such that mx / scale rounds to at most 511. This puts
// the largest channel in the 9-bit range [256, 511] (lower only at e == 0,
// which also encodes zero), the maximum precision the format allows.
int e = 31;
for (int et = 0; et <= 31; ++et)
{
if (mx / std::ldexp(1.0f, et - 24) < 511.5f) { e = et; break; }
}
const float scale = std::ldexp(1.0f, e - 24);
const float inv = 1.0f / scale;
// Round to nearest, ties to even (D3D round-to-nearest-even semantics).
auto to_c = [](float v, float inv) -> uint32_t
{
double d = std::nearbyint(v * inv); // round-half-even
if (d < 0.0) d = 0.0;
if (d > 511.0) d = 511.0;
return static_cast<uint32_t>(d);
};
uint32_t packed = 0;
packed |= to_c(r, inv) << 0;
packed |= to_c(g, inv) << 9;
packed |= to_c(b, inv) << 18;
packed |= (e & 0x1Fu) << 27;
std::memcpy(destination, &packed, 4);
}
// Converts one row of RGBA16F DLSS output into the game's output format.
static void convert_row_out(DXGI_FORMAT format, const uint16_t* source, uint8_t* destination, UINT width)
{
for (UINT x = 0; x < width; ++x)
{
const uint16_t* texel = source + x * 4;
switch (format)
{
case DXGI_FORMAT_R16G16B16A16_FLOAT:
case DXGI_FORMAT_R16G16B16A16_TYPELESS:
std::memcpy(destination + x * 8, texel, 8);
break;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
for (int c = 0; c < 4; ++c)
{
const float value = half_to_float(texel[c]);
std::memcpy(destination + x * 16 + c * 4, &value, 4);
}
break;
case DXGI_FORMAT_R11G11B10_FLOAT:
{
const uint32_t packed = float_to_small_float(half_to_float(texel[0]), 6) |
(float_to_small_float(half_to_float(texel[1]), 6) << 11) |
(float_to_small_float(half_to_float(texel[2]), 5) << 22);
std::memcpy(destination + x * 4, &packed, 4);
break;
}
case DXGI_FORMAT_R10G10B10A2_UNORM:
case DXGI_FORMAT_R10G10B10A2_TYPELESS:
{
const uint32_t packed = to_unorm(half_to_float(texel[0]), 10) |
(to_unorm(half_to_float(texel[1]), 10) << 10) |
(to_unorm(half_to_float(texel[2]), 10) << 20) |
(to_unorm(half_to_float(texel[3]), 2) << 30);
std::memcpy(destination + x * 4, &packed, 4);
break;
}
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
destination[x * 4 + 0] = static_cast<uint8_t>(to_unorm(half_to_float(texel[2]), 8));
destination[x * 4 + 1] = static_cast<uint8_t>(to_unorm(half_to_float(texel[1]), 8));
destination[x * 4 + 2] = static_cast<uint8_t>(to_unorm(half_to_float(texel[0]), 8));
destination[x * 4 + 3] = static_cast<uint8_t>(to_unorm(half_to_float(texel[3]), 8));
break;
case DXGI_FORMAT_R9G9B9E5_SHAREDEXP:
{
float rgba[4] = {half_to_float(texel[0]), half_to_float(texel[1]), half_to_float(texel[2]), 1.0f};
rgbe_pack(rgba, destination + x * 4);
break;
}
default: // RGBA8
for (int c = 0; c < 4; ++c)
destination[x * 4 + c] = static_cast<uint8_t>(to_unorm(half_to_float(texel[c]), 8));
break;
}
}
}
// --- global state ----------------------------------------------------------------
struct Global
{
std::mutex mutex;
bool started = false;
Worker worker; // every NGX-core and CUDA call
std::thread::id workerThread;
Worker prep, finish; // CPU-only pipeline stages around it
Worker cleanup; // deferred GPU resource destruction, never under allocator locks
std::atomic<unsigned int> resourceOwners{0};
bool shutdownPending = false; // under mutex
HMODULE core = nullptr;
CoreApi ngx;
HMODULE cuda = nullptr;
CudaApi cu;
bool ngxInitialized = false;
ID3D12Device* device = nullptr;
std::vector<std::wstring> paths;
std::vector<const wchar_t*> pathPointers;
NgxFeatureCommonInfo featureInfo = {};
std::wstring dataPath;
std::atomic<unsigned int> nextHandleId{0x7200};
// Ray Reconstruction: nvngx_dlssd.dll, loaded and initialised only when asked for.
HMODULE denoiserModule = nullptr;
DenoiserProbe denoiser;
bool denoiserAttempted = false;
std::wstring denoiserPath;
// nvngx_dlssd.dll's file version (major, minor, build, revision); all zero when it has no version resource
unsigned denoiserVersion[4] = {};
};
static Global g;
// nvngx_dlssd.dll 310.9 and newer hold preset F (DLSS 4.5 Ray Reconstruction); unknown versions count as without.
static bool denoiser_has_preset_f()
{
return g.denoiserVersion[0] > 310 || (g.denoiserVersion[0] == 310 && g.denoiserVersion[1] >= 9);
}
static std::mutex g_featureApiMutex;
template <typename Function> static bool load_export(HMODULE module, const char* name, Function& function)
{
function = reinterpret_cast<Function>(reinterpret_cast<void*>(GetProcAddress(module, name)));
if (function == nullptr)
logf("missing export %s", name);
return function != nullptr;
}
// OptiScaler's DLSS-input hook answers kernel32 LoadLibrary* calls for any
// *nvngx*.dll outside the game directory with OptiScaler itself, which would
// hide the official core's CUDA exports. ntdll's LdrLoadDll sits below those
// hooks (OptiScaler's own proxies load libraries the same way).
static HMODULE load_library_below_hooks(const wchar_t* path)
{
struct UnicodeString
{
USHORT Length;
USHORT MaximumLength;
PWSTR Buffer;
};
using LdrLoadDllFn = LONG(NTAPI*)(PWSTR, PULONG, UnicodeString*, PHANDLE);
auto ldrLoadDll = reinterpret_cast<LdrLoadDllFn>(
reinterpret_cast<void*>(GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrLoadDll")));
if (ldrLoadDll == nullptr)
return LoadLibraryW(path);
std::wstring copy(path);
UnicodeString name;
name.Length = static_cast<USHORT>(copy.size() * sizeof(wchar_t));
name.MaximumLength = static_cast<USHORT>(name.Length + sizeof(wchar_t));
name.Buffer = copy.data();
HANDLE module = nullptr;
const LONG status = ldrLoadDll(nullptr, nullptr, &name, &module);
if (status < 0)
{
logf("LdrLoadDll(%ls) failed: NTSTATUS 0x%08lx", path, static_cast<unsigned long>(status));
return nullptr;
}
return static_cast<HMODULE>(module);
}
// With DLSS inputs enabled, OptiScaler also hooks ntdll-level loads and
// answers every *nvngx*.dll request with itself unless the requested path
// contains the game EXE's directory in lowercase (its test for "the game's own
// NGX core"). The official core must keep its _nvngx.dll name, so request it
// as <lowercase exe dir>\..\..\<core path>: the hook sees the game
// directory, and Wine collapses the ".." segments to the staged core without
// anything being written into the game folder.
static std::wstring core_path_inside_exe_dir(const wchar_t* corePath)
{
std::wstring core(corePath);
wchar_t exe[MAX_PATH] = {};
const DWORD length = GetModuleFileNameW(nullptr, exe, MAX_PATH);
if (length == 0 || length >= MAX_PATH || core.size() < 3 || core[1] != L':' || exe[1] != L':' ||
towlower(core[0]) != towlower(exe[0]))
return core;
std::wstring directory(exe);
directory.resize(directory.find_last_of(L"\\/"));
for (wchar_t& c : directory)
c = static_cast<wchar_t>(towlower(c));
std::wstring path = directory;
size_t depth = 0;
for (size_t index = 3; index <= directory.size(); ++index)
if (index == directory.size() || directory[index] == L'\\' || directory[index] == L'/')
++depth;
for (size_t level = 0; level < depth; ++level)
path += L"\\..";
path += L"\\";
path += core.substr(3);
logf("requesting NGX core as %ls", path.c_str());
return path;
}
static bool load_libraries()
{
DWORD length = 0;
// Under Proton, nvcuda.dll resolves to Proton's own builtin, which skips the
// bridge's fixups. Loading the bridge by path first makes every later
// LoadLibrary("nvcuda.dll"), including the NGX core's, reuse it.
wchar_t bridgePath[MAX_PATH] = {};
length = GetEnvironmentVariableW(L"D4R_NVCUDA_BRIDGE", bridgePath, MAX_PATH);
if (length > 0 && length < MAX_PATH)
{
HMODULE bridge = LoadLibraryW(bridgePath);
logf("preloaded nvcuda bridge %ls: %p (error %lu)", bridgePath, static_cast<void*>(bridge),
bridge != nullptr ? 0ul : GetLastError());
// d4r.ini's Linux-side settings, before the bridge's first CUDA call loads ZLUDA
if (bridge != nullptr && g_portable.active)
{
using SetEnvFn = int(WINAPI*)(const char*, const char*, int);
const auto setEnv = reinterpret_cast<SetEnvFn>(reinterpret_cast<void*>(GetProcAddress(bridge, "d4rSetEnv")));
if (setEnv == nullptr)
logf("the nvcuda bridge has no d4rSetEnv; d4r.ini's ZLUDA settings are not applied");
for (const auto& [name, value] : g_portable.unixEnv)
if (setEnv != nullptr && setEnv(name.c_str(), value.c_str(), 0))
logf(" %s=%s%s", name.c_str(), value.c_str(),
getenv(name.c_str()) != nullptr && value != getenv(name.c_str()) ? " (set by the environment)" : "");
}
}
wchar_t corePath[MAX_PATH] = {};
length = GetEnvironmentVariableW(L"D4R_NGX_CORE", corePath, MAX_PATH);
if (length == 0 || length >= MAX_PATH)
{
logf("D4R_NGX_CORE is not set; cannot locate the official NGX core");
return false;
}
g.core = load_library_below_hooks(core_path_inside_exe_dir(corePath).c_str());
if (g.core == nullptr)
{
logf("loading D4R_NGX_CORE=%ls failed: %lu", corePath, GetLastError());
return false;
}
// A successful LoadLibrary can still be OptiScaler's interception proxy.
// Diagnose that before trying to bind the rest of the CUDA NGX API.
if (GetProcAddress(g.core, "NVSDK_NGX_CUDA_Init") == nullptr)
{
wchar_t loadedPath[MAX_PATH] = {};
GetModuleFileNameW(g.core, loadedPath, MAX_PATH);
logf("NGX core load returned an incompatible/intercepted module: %ls; "
"expected %ls. Set [Hooks] HookOriginalNvngxOnly=true in OptiScaler.ini",
loadedPath, corePath);
g.core = nullptr;
return false;
}
bool ok = true;
ok &= load_export(g.core, "NVSDK_NGX_CUDA_Init", g.ngx.init);
if (!load_export(g.core, "NVSDK_NGX_CUDA_Init_ProjectID", g.ngx.initProjectId))
g.ngx.initProjectId = nullptr;
ok &= load_export(g.core, "NVSDK_NGX_CUDA_Shutdown", g.ngx.shutdown);
ok &= load_export(g.core, "NVSDK_NGX_CUDA_GetParameters", g.ngx.getParameters);
ok &= load_export(g.core, "NVSDK_NGX_CUDA_AllocateParameters", g.ngx.allocateParameters);
ok &= load_export(g.core, "NVSDK_NGX_CUDA_GetCapabilityParameters", g.ngx.getCapabilityParameters);
ok &= load_export(g.core, "NVSDK_NGX_CUDA_DestroyParameters", g.ngx.destroyParameters);
ok &= load_export(g.core, "NVSDK_NGX_CUDA_CreateFeature", g.ngx.createFeature);
ok &= load_export(g.core, "NVSDK_NGX_CUDA_ReleaseFeature", g.ngx.releaseFeature);
ok &= load_export(g.core, "NVSDK_NGX_CUDA_EvaluateFeature", g.ngx.evaluateFeature);
g.cuda = LoadLibraryA("nvcuda.dll");
if (g.cuda == nullptr)
{
logf("LoadLibraryA(nvcuda.dll) failed: %lu", GetLastError());
return false;
}
ok &= load_export(g.cuda, "cuMemAlloc", g.cu.memAlloc);
ok &= load_export(g.cuda, "cuMemFree", g.cu.memFree);
ok &= load_export(g.cuda, "cuArrayCreate", g.cu.arrayCreate);
ok &= load_export(g.cuda, "cuArray3DCreate", g.cu.array3DCreate);
ok &= load_export(g.cuda, "cuArrayDestroy", g.cu.arrayDestroy);
ok &= load_export(g.cuda, "cuMemcpy2D", g.cu.memcpy2D);
ok &= load_export(g.cuda, "cuTexObjectCreate", g.cu.texObjectCreate);
ok &= load_export(g.cuda, "cuTexObjectDestroy", g.cu.texObjectDestroy);
ok &= load_export(g.cuda, "cuSurfObjectCreate", g.cu.surfObjectCreate);
ok &= load_export(g.cuda, "cuSurfObjectDestroy", g.cu.surfObjectDestroy);
ok &= load_export(g.cuda, "cuCtxSynchronize", g.cu.ctxSynchronize);
if (!load_export(g.cuda, "cuCtxGetDevice", g.cu.ctxGetDevice))
g.cu.ctxGetDevice = nullptr;
// The d4r bridge's own export keeps waiting when the application's syncs are elided
// (D4R_ELIDE_NGX_SYNC); cuCtxSynchronize above stays the fallback.
{
decltype(g.cu.ctxSynchronize) ownSync = nullptr;
if (load_export(g.cuda, "d4rCtxSynchronize", ownSync))
g.cu.ctxSynchronize = ownSync;
}
if (!load_export(g.cuda, "cuMemAllocHost", g.cu.memAllocHost) ||
!load_export(g.cuda, "cuMemFreeHost", g.cu.memFreeHost) ||
!load_export(g.cuda, "cuMemcpyHtoDAsync", g.cu.memcpyHtoDAsync) ||
!load_export(g.cuda, "cuMemcpyDtoHAsync", g.cu.memcpyDtoHAsync) ||
!load_export(g.cuda, "cuStreamCreate", g.cu.streamCreate) ||
!load_export(g.cuda, "cuStreamSynchronize", g.cu.streamSynchronize))
{
g.cu.memAllocHost = nullptr;
logf("overlapped staging unavailable; using synchronous copies");
}
if (!load_export(g.cuda, "d4rMemcpy2DAsync", g.cu.memcpy2DAsync))
g.cu.memcpy2DAsync = nullptr;
if (!load_export(g.cuda, "d4rStreamWaitValue32", g.cu.streamWaitValue32) ||
!load_export(g.cuda, "d4rWriteValue32", g.cu.writeValue32))
g.cu.streamWaitValue32 = nullptr, g.cu.writeValue32 = nullptr;
if (!load_export(g.cuda, "d4rSetArrayRedirect", g.cu.setArrayRedirect))
g.cu.setArrayRedirect = nullptr;
if (!load_export(g.cuda, "d4rOutputKernelNative", g.cu.outputKernelNative))
g.cu.outputKernelNative = nullptr;
if (!load_export(g.cuda, "d4rRegisterLinearTexture", g.cu.registerLinearTexture))
g.cu.registerLinearTexture = nullptr;
g.cu.dilateMotion = reinterpret_cast<decltype(g.cu.dilateMotion)>(
reinterpret_cast<void*>(GetProcAddress(g.cuda, "d4rDilateMotionVectors")));
if (profile_enabled() || env_uint("D4R_SHIM_BLOCKING_SYNC", 1) != 0)
{
const bool create = load_export(g.cuda, "cuEventCreate", g.cu.eventCreate);
const bool record = load_export(g.cuda, "cuEventRecord", g.cu.eventRecord);
const bool wait = env_uint("D4R_SHIM_BLOCKING_SYNC", 1) != 0
? load_export(g.cuda, "d4rEventSynchronize", g.cu.eventSynchronize) : true;
const bool query = load_export(g.cuda, "cuEventQuery", g.cu.eventQuery);
const bool destroy = load_export(g.cuda, "cuEventDestroy", g.cu.eventDestroy);
const bool elapsed = profile_enabled() ? load_export(g.cuda, "cuEventElapsedTime", g.cu.eventElapsedTime) : true;
if (profile_enabled() && !(create && record && destroy && elapsed))
logf("D4R_PROFILE: CUDA event timing unavailable; CPU stage timings remain enabled");
if (env_uint("D4R_SHIM_BLOCKING_SYNC", 1) != 0 && !(create && record && wait && query && destroy))
logf("blocking output wait unavailable; using context sync");
}
logf("loaded NGX core %ls and nvcuda.dll: %s", corePath, ok ? "all exports present" : "exports missing");
return ok;
}
// Loads nvngx_dlssd.dll and looks for the CUDA entry points that mark a build able to serve
// Ray Reconstruction. Nothing here calls into the denoiser: the NGX core loads and
// dispatches it, so this is a presence-and-capability check, not a second lifecycle.
// Without it Super Sampling is unaffected and Ray Reconstruction reports itself unavailable.
//
// The 3.10.7 build of this library carries the whole snippet stack and exports
// NVSDK_NGX_CUDA_*. Other builds - notably the DLAA-only "rel_tot" one, which ships D3D11,
// D3D12, Vulkan and DirectSR and nothing else - do not, and are rejected here rather than
// half-supported: a missing entry point means there is no CUDA path to bridge to.
static bool load_denoiser_library()
{
if (g.denoiserAttempted)
return g.denoiser.cudaCapable;
g.denoiserAttempted = true;
ensure_portable_config();
// The core finds nvngx_dlssd.dll beside the DLL that called into it and ignores the
// feature search paths, so the only place worth looking is here: offering a path that
// could not redirect the core's own load would be claiming a selection it does not have.
wchar_t self[MAX_PATH] = {};
const DWORD selfLength = GetModuleFileNameW(g_selfModule, self, MAX_PATH);
if (selfLength == 0 || selfLength >= MAX_PATH)
{
logf("Ray Reconstruction: cannot locate this DLL, so the denoiser cannot be found");
return false;
}
std::wstring directory(self, selfLength);
directory.resize(directory.find_last_of(L"\\/"));
g.denoiserPath = directory + L"\\nvngx_dlssd.dll";
if (!file_exists(g.denoiserPath))
{
logf("Ray Reconstruction: no denoiser at %ls; the NGX core loads it from beside this DLL, so copy "
"NVIDIA's nvngx_dlssd.dll (3.10.7) there",
g.denoiserPath.c_str());
return false;
}
g.denoiserModule = load_library_below_hooks(g.denoiserPath.c_str());
if (g.denoiserModule == nullptr)
{
logf("Ray Reconstruction: loading %ls failed: %lu", g.denoiserPath.c_str(), GetLastError());
return false;
}
// Which entry points exist is only ever evidence - none of them is called from here.
// Create/Evaluate/Release is what "can serve Ray Reconstruction" means. NVSDK_NGX_CUDA_Init
// is deliberately not required and is never called: in the 310.7 build it is a stub that
// always reports 0xBAD00001.
void* create = nullptr, *evaluate = nullptr, *release = nullptr;
load_export(g.denoiserModule, "NVSDK_NGX_CUDA_CreateFeature", create);
load_export(g.denoiserModule, "NVSDK_NGX_CUDA_EvaluateFeature", evaluate);
load_export(g.denoiserModule, "NVSDK_NGX_CUDA_ReleaseFeature", release);
g.denoiser.cudaCapable = create != nullptr && evaluate != nullptr && release != nullptr;
wchar_t mapped[MAX_PATH] = {};
GetModuleFileNameW(g.denoiserModule, mapped, MAX_PATH);
logf("found the DLSS-Denoiser library %ls (mapped as %ls): %s", g.denoiserPath.c_str(), mapped,
g.denoiser.cudaCapable ? "CUDA entry points present"
: "no CUDA entry points - not a CUDA-capable denoiser build");
// The file version, from the module's version resource (VS_FIXEDFILEINFO follows its signature 0xFEEF04BD).
// Preset F (DLSS 4.5, the rr2_* kernels) exists from 310.9 on: an older library runs preset D for that hint.
if (HRSRC found = FindResourceW(g.denoiserModule, MAKEINTRESOURCEW(1), MAKEINTRESOURCEW(16)))
{
const DWORD size = SizeofResource(g.denoiserModule, found);
HGLOBAL loaded = LoadResource(g.denoiserModule, found);
const unsigned char* bytes = loaded != nullptr ? static_cast<const unsigned char*>(LockResource(loaded)) : nullptr;
for (DWORD at = 0; bytes != nullptr && at + 16 <= size; at += 4)
{
uint32_t words[4];
std::memcpy(words, bytes + at, sizeof(words));
if (words[0] != 0xFEEF04BDu)
continue;
g.denoiserVersion[0] = words[2] >> 16;
g.denoiserVersion[1] = words[2] & 0xffffu;
g.denoiserVersion[2] = words[3] >> 16;
g.denoiserVersion[3] = words[3] & 0xffffu;
break;
}
}
if (g.denoiserVersion[0] == 0)
logf("Ray Reconstruction: the DLSS-Denoiser library has no file version; whether its CUDA path has preset F "
"(DLSS 4.5, 310.9 or newer) is unknown");
else
logf("Ray Reconstruction: DLSS-Denoiser library version %u.%u.%u.%u: its CUDA path %s", g.denoiserVersion[0],
g.denoiserVersion[1], g.denoiserVersion[2], g.denoiserVersion[3],
denoiser_has_preset_f() ? "has preset F (DLSS 4.5)"
: "has NO preset F (DLSS 4.5 needs 310.9 or newer) - preset F is shown only by "
"frames the engine serves; frames the CUDA backend serves show preset D");
return g.denoiser.cudaCapable;
}
// D4R_RR_ENABLE: 1 asks for Ray Reconstruction, 0 forbids it, and unset (auto) offers it
// exactly when the denoiser really loaded. Auto is the default because the only honest answer
// to a game asking whether Ray Reconstruction is available is what this process can actually
// run - never a fixed yes.
static bool rr_enabled()
{
return env_uint("D4R_RR_ENABLE", 1) != 0;
}
// What the NGX core last said about the denoiser it loaded. The core brings the denoiser up
// during its own init and reports the outcome here; a file merely existing on disk proves
// nothing, because the core can come up perfectly well for Super Sampling with a denoiser
// that failed to initialise.
struct DenoiserCapability
{
bool known = false;
int available = 0;
int initResult = NGX_FAIL_NOT_INITIALIZED;
};
static DenoiserCapability g_denoiserCapability;
static std::mutex g_denoiserCapabilityMutex;
static DenoiserCapability denoiser_capability()
{
std::lock_guard<std::mutex> lock(g_denoiserCapabilityMutex);
return g_denoiserCapability;
}
// Whether a Ray Reconstruction feature can be created right now: the switch is on, a
// CUDA-capable denoiser build is present, and the core itself reported that denoiser
// initialised. Anything less is reported as unavailable rather than discovered at
// CreateFeature, where a game has already committed to the mode.
// Asks the core what it made of the denoiser. Must run on the worker, like every other core
// call, and must not be called from inside one.
static void refresh_denoiser_capability();
static bool ray_reconstruction_available()
{
const DenoiserCapability capability = denoiser_capability();
return rr_enabled() && g.ngxInitialized && g.denoiser.cudaCapable &&
capability.known && capability.available != 0;
}
// Why the route is not on offer, for the log and for the capability answer.
static const char* rr_denial_reason()
{
if (!rr_enabled())
return "disabled by D4R_RR_ENABLE=0";
if (!g.ngxInitialized)
return "the NGX core is not initialised";
if (!g.denoiser.cudaCapable)
return g.denoiserAttempted ? "nvngx_dlssd.dll has no NVSDK_NGX_CUDA_* entry points (needs a 3.10.7 build)"
: "no nvngx_dlssd.dll was found next to this DLL";
const DenoiserCapability capability = denoiser_capability();
if (!capability.known)
return "the NGX core has not reported the denoiser's state yet";
if (capability.available == 0)
{
thread_local char text[160];
snprintf(text, sizeof(text), "the NGX core reports the denoiser unavailable (init 0x%08x)",
static_cast<unsigned int>(capability.initResult));
return text;
}
return "available";
}
// A game that initialises NGX with its project ID (engine integrations such as Unreal's) is identified
// to the NGX core the same way.
struct ProjectIdentity
{
std::string id;
int engineType = 0;
std::string engineVersion;
};
// Discovery is legal before NGX Init; use the same pinned worker for both entry points.
// The caller holds g.mutex.
static NgxResult ensure_workers_started()
{
if (!g.started)
{
// Allocators can retain COM callbacks and detached workers past NGX shutdown.
HMODULE pinned = nullptr;
if (!GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_PIN,
reinterpret_cast<LPCWSTR>(g_selfModule), &pinned))
return NGX_FAIL_PLATFORM_ERROR;
g.worker.start();
g.workerThread = g.worker.call([] { return std::this_thread::get_id(); });
g.prep.start();
g.finish.start();
g.cleanup.start();
g.started = true;
}
return NGX_SUCCESS;
}
static void set_cuda_adapter_luid(const LUID& luid)
{
char low[24], high[24];
std::snprintf(low, sizeof(low), "0x%08lx", static_cast<unsigned long>(luid.LowPart));
std::snprintf(high, sizeof(high), "0x%08lx", static_cast<unsigned long>(luid.HighPart));
SetEnvironmentVariableA("D4R_CUDA_LUID_LOW", low);
SetEnvironmentVariableA("D4R_CUDA_LUID_HIGH", high);
SetEnvironmentVariableA("D4R_CUDA_NODE_MASK", "1");
logf("CUDA device LUID set to the D3D12 adapter LUID %s:%s", high, low);
}
static NgxResult initialize(unsigned long long applicationId, const wchar_t* dataPath, ID3D12Device* device,
const NgxFeatureCommonInfo* featureInfo, unsigned int sdkVersion,
const ProjectIdentity* project = nullptr)
{
std::lock_guard<std::mutex> lock(g.mutex);
g.shutdownPending = false;
if (g.ngxInitialized)
return NGX_SUCCESS;
if (ensure_workers_started() != NGX_SUCCESS)
return NGX_FAIL_PLATFORM_ERROR;
ensure_portable_config();
if (g_portable.active && !g.core)
{
logf("portable install in %ls (settings from d4r.ini, Linux path %s)", g_portable.dir.c_str(),
g_portable.unixDir.c_str());
for (const std::string& note : g_portable.notes)
logf("d4r: %s", note.c_str());
}
if (g.core == nullptr && !load_libraries())
{
g.core = nullptr;
return NGX_FAIL_PLATFORM_ERROR;
}
if (device != nullptr)
{
device->AddRef();
g.device = device;
// NGX only accepts a CUDA device whose LUID matches the D3D12 adapter;
// the nvcuda bridge reports this LUID from cuDeviceGetLuid.
LUID luid;
device->GetAdapterLuid(&luid);
set_cuda_adapter_luid(luid);
}
g.paths.clear();
wchar_t featureDirectory[MAX_PATH] = {};
DWORD length = GetEnvironmentVariableW(L"D4R_NGX_FEATURE_DIR", featureDirectory, MAX_PATH);
if (length > 0 && length < MAX_PATH)
g.paths.emplace_back(featureDirectory);
if (featureInfo != nullptr && featureInfo->PathListInfo.Path != nullptr)
for (unsigned int index = 0; index < featureInfo->PathListInfo.Length; ++index)
if (featureInfo->PathListInfo.Path[index] != nullptr)
g.paths.emplace_back(featureInfo->PathListInfo.Path[index]);
g.pathPointers.clear();
for (const std::wstring& path : g.paths)
{
g.pathPointers.push_back(path.c_str());
logf("feature search path: %ls", path.c_str());
}
g.featureInfo = {};
g.featureInfo.PathListInfo.Path = g.pathPointers.data();
g.featureInfo.PathListInfo.Length = static_cast<unsigned int>(g.pathPointers.size());
g.featureInfo.LoggingInfo.LoggingCallback = reinterpret_cast<void*>(&ngx_log_callback);
g.featureInfo.LoggingInfo.MinimumLoggingLevel = static_cast<int>(env_uint("D4R_NGX_LOG_LEVEL", 1)); // 1=on, 2=verbose
g.featureInfo.LoggingInfo.DisableOtherLoggingSinks = false;
g.dataPath = dataPath != nullptr ? dataPath : L".";
// The CUDA path takes the same application identity as the game's D3D12 init. (The SDK sample's id
// is only a last resort: NGX stamps "DLSS SDK - DO NOT DISTRIBUTE" over the output for it.)
const unsigned long long id = applicationId != 0 ? applicationId : 241534723ULL;
const unsigned int version = sdkVersion != 0 ? sdkVersion : 0x15;
// Logging info is only read for API versions 0x14 and later.
const unsigned int apiVersion = version < 0x14 ? 0x14 : version;
NgxResult result;
if (project != nullptr && !project->id.empty() && g.ngx.initProjectId != nullptr)
{
result = g.worker.call([&] {
return g.ngx.initProjectId(project->id.c_str(), project->engineType, project->engineVersion.c_str(),
g.dataPath.c_str(), apiVersion, &g.featureInfo);
});
logf("NVSDK_NGX_CUDA_Init_ProjectID(project=%s, engine=%d %s, sdk=0x%x) -> 0x%08x", project->id.c_str(),
project->engineType, project->engineVersion.c_str(), version, result);
}
else
{
result = g.worker.call([&] { return g.ngx.init(id, g.dataPath.c_str(), &g.featureInfo, apiVersion); });
logf("NVSDK_NGX_CUDA_Init(app=%llu, sdk=0x%x) -> 0x%08x", id, version, result);
}
using LoadErrorFn = const char*(WINAPI*)();
const auto loadError = reinterpret_cast<LoadErrorFn>(reinterpret_cast<void*>(GetProcAddress(g.cuda, "d4rLoadError")));
if (loadError != nullptr && loadError()[0] != '\0')
logf("nvcuda bridge: %s", loadError());
g.ngxInitialized = result == NGX_SUCCESS;
// The denoiser is not initialised here. The NGX core loads and dispatches
// nvngx_dlssd.dll itself, so a second init would duplicate that state rather than add
// anything; this only looks for the library and checks it is a build that can serve
// Ray Reconstruction. Its own NVSDK_NGX_CUDA_Init is a stub that always fails, so
// calling it would report "unavailable" for a denoiser that is in fact working.
if (rr_enabled())
{
load_denoiser_library();
logf("Ray Reconstruction: %s", rr_denial_reason());
}
else
logf("Ray Reconstruction: disabled by D4R_RR_ENABLE=0");
return result;
}
// --- per-feature state ---------------------------------------------------------
constexpr int kSlots = 3;
// One more result slot than input slots: a slot is reused only once the GPU
// is past every command list that copies from it (see claim_output_slot).
constexpr int kOutputSlots = kSlots + 1;
// A VkBuffer in device-local memory on vkd3d-proton's VkDevice, exported to
// the CUDA side (see "VRAM interop").
struct VramBuffer
{
VkBuffer buffer = VK_NULL_HANDLE;
VkDeviceMemory memory = VK_NULL_HANDLE;
CudaDevicePtr device = 0;
void* external = nullptr;
size_t bytes = 0;
void* mapped = nullptr; // engine readiness word: CPU-coherent, kept until HIP and Vulkan retire
// What a pooled buffer can be reused as: 0 the interop transfer buffers (create_vram_buffer), 1 and 2 the
// engine's device-local and host-coherent storage buffers (create_engine_shared_buffer).
uint8_t kind = 0;
};
// A temporary image for colour or exposure format conversion.
struct VramImage
{
VkImage image = VK_NULL_HANDLE;
VkDeviceMemory memory = VK_NULL_HANDLE;
UINT width = 0, height = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
};
struct Staging
{
ID3D12Resource* buffer = nullptr;
uint8_t* mapped = nullptr;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
UINT rows = 0;
UINT64 total = 0;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
UINT width = 0;
UINT height = 0;
std::vector<ID3D12Resource*> retired;
void retire()
{
if (buffer != nullptr)
retired.push_back(buffer);
buffer = nullptr;
mapped = nullptr;
width = height = 0;
format = DXGI_FORMAT_UNKNOWN;
}
void release()
{
if (buffer != nullptr)
buffer->Release();
for (ID3D12Resource* old : retired)
old->Release();
*this = Staging{};
}
};
struct CudaImage
{
CudaArray array = nullptr;
CudaObject object = 0; // texture or surface object
uint32_t format = 0, channels = 0; // the layout the array carries, so a format change
// recreates it rather than only reacting to a resize
UINT width = 0;
UINT height = 0;
};
// --- Ray Reconstruction auxiliary inputs --------------------------------------
//
// Super Sampling needs four surfaces (colour, depth, motion vectors, exposure) and the
// file above already moves those. Ray Reconstruction additionally runs a denoiser network
// over the ray-traced G-buffer, so a game that enables it registers a further set of
// surfaces: normals, roughness, diffuse and specular albedo, emissive, the ray hit
// distances and directions, and the effect guides for particles, transparency, fog and
// depth of field.
//
// Those surfaces are read in whatever format the game renders them in, and the denoiser
// samples them through texture objects minted by this file. Rather than force them
// through the canonical planes above - which would re-encode a UNORM normal as half and
// silently change the values the network sees - each is copied with its own format and
// channel count, so the texture object describes exactly what the game drew.
// CUarray_format values beyond the two above (nvsdk: CU_AD_FORMAT_*).
constexpr uint32_t CUDA_FORMAT_UNSIGNED_INT8 = 0x01;
constexpr uint32_t CUDA_FORMAT_SIGNED_INT8 = 0x08;
constexpr uint32_t CUDA_FORMAT_UNSIGNED_INT16 = 0x2;
constexpr uint32_t CUDA_FORMAT_SIGNED_INT16 = 0x09;
constexpr uint32_t CUDA_FORMAT_UNSIGNED_INT32 = 0x03;
constexpr uint32_t CUDA_FORMAT_SIGNED_INT32 = 0x0a;
// How one denoiser input reaches the GPU.
enum class AuxLayout
{
Verbatim, // the bytes are already exactly what the CUDA array must hold
Converted // the bytes must be unpacked into floats first (see convert_aux_row)
};
// The texel size an array of `arrayFormat` and `channels` occupies per texel.
static size_t aux_texel_bytes(uint32_t arrayFormat, uint32_t channels);
// The CUDA array a denoiser input uses, plus the texel size the caller's own resource
// occupies. The two differ for every converted format (B8G8R8A8_UNORM is four bytes to
// D3D12 and sixteen to the float array), and a capture records the caller's bytes, so a
// replay runs them through the same conversion again.
//
// Only formats that are byte-for-byte correct go down the verbatim path, and that is a
// shorter list than it looks. A CUDA array stores element_size * channels bytes per texel
// and only ever has 1, 2 or 4 channels, so a packed format has no verbatim layout at all:
// R10G10B10A2_UNORM is 4 bytes per texel, but a 4-channel uint array is 16, and copying
// "4 channels' worth" would read four times past the end of every row. R11G11B10_FLOAT has
// three channels, which no CUDA array has.
//
// Nor is memory layout the only question. Sampling an integer-typed CUDA array normalizes it,
// which is right for a UNORM or SNORM surface and wrong for a UINT one, where a D3D12 shader
// reads the raw integer. And B8G8R8A8_UNORM has RGBA bytes in BGRA order, so a verbatim copy
// would hand the denoiser a texture whose red and blue channels are swapped.
//
// Everything that is not in this table is converted to a float array instead, which is
// correct for all of those cases at the cost of a per-row unpack.
static bool aux_array_layout(DXGI_FORMAT format, uint32_t& arrayFormat, uint32_t& channels, AuxLayout& how,
uint32_t& texelBytes)
{
struct Entry
{
DXGI_FORMAT format;
uint32_t arrayFormat;
uint32_t channels;
};
// UNORM and SNORM map onto signed/unsigned integer arrays of the same width: sampling
// normalizes them, which is exactly how a D3D12 shader reads the resource. Their texel
// size is the array's own, so it is derived rather than listed twice.
static const Entry entries[] = {
{DXGI_FORMAT_R8_UNORM, CUDA_FORMAT_UNSIGNED_INT8, 1},
{DXGI_FORMAT_R8_SNORM, CUDA_FORMAT_SIGNED_INT8, 1},
{DXGI_FORMAT_R8G8_UNORM, CUDA_FORMAT_UNSIGNED_INT8, 2},
{DXGI_FORMAT_R8G8_SNORM, CUDA_FORMAT_SIGNED_INT8, 2},
{DXGI_FORMAT_R8G8B8A8_UNORM, CUDA_FORMAT_UNSIGNED_INT8, 4},
{DXGI_FORMAT_R8G8B8A8_SNORM, CUDA_FORMAT_SIGNED_INT8, 4},
{DXGI_FORMAT_R16_UNORM, CUDA_FORMAT_UNSIGNED_INT16, 1},
{DXGI_FORMAT_R16_SNORM, CUDA_FORMAT_SIGNED_INT16, 1},
{DXGI_FORMAT_R16_FLOAT, CUDA_FORMAT_HALF, 1},
{DXGI_FORMAT_R16G16_UNORM, CUDA_FORMAT_UNSIGNED_INT16, 2},
{DXGI_FORMAT_R16G16_SNORM, CUDA_FORMAT_SIGNED_INT16, 2},
{DXGI_FORMAT_R16G16_FLOAT, CUDA_FORMAT_HALF, 2},
{DXGI_FORMAT_R16G16B16A16_UNORM, CUDA_FORMAT_UNSIGNED_INT16, 4},
{DXGI_FORMAT_R16G16B16A16_SNORM, CUDA_FORMAT_SIGNED_INT16, 4},
{DXGI_FORMAT_R16G16B16A16_FLOAT, CUDA_FORMAT_HALF, 4},
{DXGI_FORMAT_R32_FLOAT, CUDA_FORMAT_FLOAT, 1},
{DXGI_FORMAT_R32G32_FLOAT, CUDA_FORMAT_FLOAT, 2},
{DXGI_FORMAT_R32G32B32A32_FLOAT, CUDA_FORMAT_FLOAT, 4},
};
for (const Entry& entry : entries)
if (entry.format == format)
{
arrayFormat = entry.arrayFormat;
channels = entry.channels;
how = AuxLayout::Verbatim;
texelBytes = static_cast<uint32_t>(aux_texel_bytes(entry.arrayFormat, entry.channels));
return true;
}
// Converted formats all end up as float arrays, so a shader read of the denoiser's
// texture returns the same numbers a D3D12 read of the caller's resource would. Their
// texel size is the caller's own, which is what a capture records.
struct Converted
{
DXGI_FORMAT format;
uint32_t channels;
uint32_t texelBytes;
};
static const Converted converted[] = {
{DXGI_FORMAT_R8_UINT, 1, 1},
{DXGI_FORMAT_R8G8_UINT, 2, 2},
{DXGI_FORMAT_R8G8B8A8_UINT, 4, 4},
{DXGI_FORMAT_R16_UINT, 1, 2},
{DXGI_FORMAT_R32_UINT, 1, 4},
{DXGI_FORMAT_R32_SINT, 1, 4},
{DXGI_FORMAT_R32G32_UINT, 2, 8},
{DXGI_FORMAT_R32G32_SINT, 2, 8},
{DXGI_FORMAT_R32G32B32A32_UINT, 4, 16},
{DXGI_FORMAT_B8G8R8A8_UNORM, 4, 4},
{DXGI_FORMAT_R10G10B10A2_UNORM, 4, 4},
{DXGI_FORMAT_R11G11B10_FLOAT, 4, 4},
};
for (const Converted& entry : converted)
if (entry.format == format)
{
arrayFormat = CUDA_FORMAT_FLOAT;
channels = entry.channels;
how = AuxLayout::Converted;
texelBytes = entry.texelBytes;
return true;
}
return false;
}
// Unpacks one row of a converted denoiser input into `channels` floats per texel. Every
// branch reads exactly the bytes of one texel and no more.
static void convert_aux_row(DXGI_FORMAT format, const uint8_t* source, float* destination, UINT width,
uint32_t channels)
{
switch (format)
{
case DXGI_FORMAT_R8_UINT:
for (UINT x = 0; x < width; ++x)
destination[x] = static_cast<float>(source[x]);
return;
case DXGI_FORMAT_R8G8_UINT:
for (UINT x = 0; x < width; ++x)
{
destination[x * 2] = static_cast<float>(source[x * 2]);
destination[x * 2 + 1] = static_cast<float>(source[x * 2 + 1]);
}
return;
case DXGI_FORMAT_R8G8B8A8_UINT:
for (UINT x = 0; x < width; ++x)
for (uint32_t c = 0; c < 4; ++c)
destination[x * 4 + c] = static_cast<float>(source[x * 4 + c]);
return;
case DXGI_FORMAT_R16_UINT:
for (UINT x = 0; x < width; ++x)
{
uint16_t value;
std::memcpy(&value, source + x * 2, sizeof(value));
destination[x] = static_cast<float>(value);
}
return;
case DXGI_FORMAT_R32_UINT:
for (UINT x = 0; x < width; ++x)
{
uint32_t value;
std::memcpy(&value, source + x * 4, sizeof(value));
destination[x] = static_cast<float>(value);
}
return;
case DXGI_FORMAT_R32_SINT:
for (UINT x = 0; x < width; ++x)
{
int32_t value;
std::memcpy(&value, source + x * 4, sizeof(value));
destination[x] = static_cast<float>(value);
}
return;
case DXGI_FORMAT_R32G32_UINT:
for (UINT x = 0; x < width; ++x)
{
uint32_t value[2];
std::memcpy(value, source + x * 8, sizeof(value));
destination[x * 2] = static_cast<float>(value[0]);
destination[x * 2 + 1] = static_cast<float>(value[1]);
}
return;
case DXGI_FORMAT_R32G32_SINT:
for (UINT x = 0; x < width; ++x)
{
int32_t value[2];
std::memcpy(value, source + x * 8, sizeof(value));
destination[x * 2] = static_cast<float>(value[0]);
destination[x * 2 + 1] = static_cast<float>(value[1]);
}
return;
case DXGI_FORMAT_R32G32B32A32_UINT:
for (UINT x = 0; x < width; ++x)
for (uint32_t c = 0; c < 4; ++c)
{
uint32_t value;
std::memcpy(&value, source + x * 16 + c * 4, sizeof(value));
destination[x * 4 + c] = static_cast<float>(value);
}
return;
case DXGI_FORMAT_B8G8R8A8_UNORM:
// Stored B, G, R, A; the denoiser's texture is read as R, G, B, A.
for (UINT x = 0; x < width; ++x)
{
const uint8_t* texel = source + x * 4;
destination[x * 4] = unorm(texel[2], 8);
destination[x * 4 + 1] = unorm(texel[1], 8);
destination[x * 4 + 2] = unorm(texel[0], 8);
destination[x * 4 + 3] = unorm(texel[3], 8);
}
return;
case DXGI_FORMAT_R10G10B10A2_UNORM:
for (UINT x = 0; x < width; ++x)
{
uint32_t packed;
std::memcpy(&packed, source + x * 4, sizeof(packed));
destination[x * 4] = unorm(packed & 0x3FF, 10);
destination[x * 4 + 1] = unorm((packed >> 10) & 0x3FF, 10);
destination[x * 4 + 2] = unorm((packed >> 20) & 0x3FF, 10);
destination[x * 4 + 3] = unorm((packed >> 30) & 0x3, 2);
}
return;
case DXGI_FORMAT_R11G11B10_FLOAT:
for (UINT x = 0; x < width; ++x)
{
uint32_t packed;
std::memcpy(&packed, source + x * 4, sizeof(packed));
destination[x * 4] = small_float_to_float(packed & 0x7FF, 6);
destination[x * 4 + 1] = small_float_to_float((packed >> 11) & 0x7FF, 6);
destination[x * 4 + 2] = small_float_to_float((packed >> 22) & 0x3FF, 5);
destination[x * 4 + 3] = 1.0f; // missing alpha follows shader texture reads
}
return;
default:
break;
}
// Unreachable: aux_array_layout only marks a format Converted when this switch handles it.
for (UINT x = 0; x < width * channels; ++x)
destination[x] = 0.0f;
}
// The texel size `format` occupies, for the pitch of an interop buffer holding it verbatim.
static size_t aux_texel_bytes(uint32_t arrayFormat, uint32_t channels)
{
const size_t element = arrayFormat == CUDA_FORMAT_FLOAT || arrayFormat == CUDA_FORMAT_UNSIGNED_INT32 ||
arrayFormat == CUDA_FORMAT_SIGNED_INT32
? 4
: (arrayFormat == CUDA_FORMAT_HALF || arrayFormat == CUDA_FORMAT_UNSIGNED_INT16 ||
arrayFormat == CUDA_FORMAT_SIGNED_INT16)
? 2
: 1;
return element * channels;
}
// One auxiliary surface: the name to ask the caller for, and the name the denoiser reads
// it under. They differ for the two albedos, which the SDK and the shipped library spell
// differently, in which case `source` names the caller's parameter and `publish` the
// denoiser's.
struct AuxInput
{
const char* source;
const char* publish;
};
// Every auxiliary read name nvngx_dlssd.dll looks up, verified against the names in the
// shipped library and the SDK's nvsdk_ngx_defs_dlssd.h. A caller may bind several of these
// to one texture, so surfaces are keyed on the resource and carry every name bound to it.
//
// The publish column is the name the denoiser reads, taken from the shipped library's own
// lookup table (its .rdata strings, each referenced exactly once from
// NGXDLSSD::EvaluateFeature). It is not always the SDK's spelling: nvngx_dlssd.dll declares
// DLSS.Input.Normals.Subrect.Base.X/Y and DLSS.Input.Roughness.Subrect.Base.X/Y, but it reads
// the normals and roughness textures themselves as GBuffer.Normals and GBuffer.Roughness. It
// does read the two albedos as DLSS.Input.DiffuseAlbedo and DLSS.Input.SpecularAlbedo, which a
// caller may instead supply as GBuffer.DiffuseAlbedo / GBuffer.SpecularAlbedo - the SDK defines
// both spellings, so both are accepted and both publish the name the denoiser asks for. The
// subrect origins in kAuxSubrectNames are a separate matter and keep the SDK's own names.
static const AuxInput kAuxInputs[] = {
// Ray-traced G-buffer
{"GBuffer.Normals", "GBuffer.Normals"},
{"GBuffer.Roughness", "GBuffer.Roughness"},
{"DLSS.Input.DiffuseAlbedo", "DLSS.Input.DiffuseAlbedo"},
{"GBuffer.DiffuseAlbedo", "DLSS.Input.DiffuseAlbedo"},
{"GBuffer.IndirectAlbedo", "GBuffer.IndirectAlbedo"},
{"DLSS.Input.SpecularAlbedo", "DLSS.Input.SpecularAlbedo"},
{"GBuffer.SpecularAlbedo", "DLSS.Input.SpecularAlbedo"},
{"GBuffer.Emissive", "GBuffer.Emissive"},
{"GBuffer.SpecularMvec", "GBuffer.SpecularMvec"},
// Ray-tracing noise hints
{"RayTracingHitDistance", "RayTracingHitDistance"},
{"DLSSD.DiffuseHitDistance", "DLSSD.DiffuseHitDistance"},
{"DLSSD.SpecularHitDistance", "DLSSD.SpecularHitDistance"},
{"DLSSD.DiffuseRayDirection", "DLSSD.DiffuseRayDirection"},
{"DLSSD.SpecularRayDirection", "DLSSD.SpecularRayDirection"},
{"DLSSD.DiffuseRayDirectionHitDistance", "DLSSD.DiffuseRayDirectionHitDistance"},
{"DLSSD.SpecularRayDirectionHitDistance", "DLSSD.SpecularRayDirectionHitDistance"},
{"DLSSD.ReflectedAlbedo", "DLSSD.ReflectedAlbedo"},
// Per-effect guides, read only when the game preserves that effect
{"DLSSD.ColorBeforeParticles", "DLSSD.ColorBeforeParticles"},
{"DLSSD.ColorAfterParticles", "DLSSD.ColorAfterParticles"},
{"DLSSD.ColorBeforeTransparency", "DLSSD.ColorBeforeTransparency"},
{"DLSSD.ColorAfterTransparency", "DLSSD.ColorAfterTransparency"},
{"DLSSD.ColorBeforeFog", "DLSSD.ColorBeforeFog"},
{"DLSSD.ColorAfterFog", "DLSSD.ColorAfterFog"},
{"DLSSD.DepthOfFieldGuide", "DLSSD.DepthOfFieldGuide"},
{"DLSSD.ColorBeforeDepthOfField", "DLSSD.ColorBeforeDepthOfField"},
{"DLSSD.ColorAfterDepthOfField", "DLSSD.ColorAfterDepthOfField"},
{"DLSSD.ScreenSpaceRefractionGuide", "DLSSD.ScreenSpaceRefractionGuide"},
{"DLSSD.ColorBeforeScreenSpaceRefraction", "DLSSD.ColorBeforeScreenSpaceRefraction"},
{"DLSSD.ColorAfterScreenSpaceRefraction", "DLSSD.ColorAfterScreenSpaceRefraction"},
{"DLSSD.ScreenSpaceSubsurfaceScatteringGuide", "DLSSD.ScreenSpaceSubsurfaceScatteringGuide"},
{"DLSSD.ColorBeforeScreenSpaceSubsurfaceScattering", "DLSSD.ColorBeforeScreenSpaceSubsurfaceScattering"},
{"DLSSD.ColorAfterScreenSpaceSubsurfaceScattering", "DLSSD.ColorAfterScreenSpaceSubsurfaceScattering"},
{"DLSSD.Alpha", "DLSSD.Alpha"},
// Masks and secondary motion
{"DLSS.DisocclusionMask", "DLSS.DisocclusionMask"},
{"DLSS.Input.Reduce.Ghost.Mask", "DLSS.Input.Reduce.Ghost.Mask"},
{"DLSSD.ResponsivityMask", "DLSSD.ResponsivityMask"},
{"MotionVectorsReflection", "MotionVectorsReflection"},
{"TransparencyMask", "TransparencyMask"},
{"DepthHighRes", "DepthHighRes"},
};
// Scalars the denoiser reads per frame, forwarded from the caller's own parameters.
struct AuxScalar
{
const char* name;
};
static const AuxScalar kAuxScalars[] = {
{"DLSS.Denoise.Mode"},
{"DLSS.Roughness.Mode"},
{"DLSS.Use.HW.Depth"},
{"DLSS.Use.Folded.Network"},
{"DLSSD.IndicatorLevel"},
{"DLSS.Translucency.Type"},
{"DLSS.Subsurface.Type"},
{"DLSS.Specular.Type"},
};
// The camera matrices the denoiser reprojects with, forwarded as the float[16] the caller
// registered (the SDK passes matrices by pointer, not as sixteen scalars).
static const char* const kAuxMatrices[] = {"WorldToViewMatrix", "ViewToClipMatrix"};
static unsigned int get_uint_or(void* parameters, const char* name, unsigned int fallback);
// The Subrect origins nvngx_dlssd.dll declares for its auxiliary inputs
// (nvsdk_ngx_defs_dlssd.h:60-67 and 99-146). A name here has both a .Subrect.Base.X and a
// .Subrect.Base.Y parameter; the parallel FrameParams array holds one origin per entry, and
// the strings are static so no per-frame allocation is needed to forward them.
static const char* const kAuxSubrectNames[] = {
"DLSS.Input.DiffuseAlbedo", "DLSS.Input.SpecularAlbedo", "DLSS.Input.Normals",
"DLSS.Input.Roughness", "DLSSD.Alpha", "DLSSD.ReflectedAlbedo",
"DLSSD.ColorBeforeParticles", "DLSSD.ColorAfterParticles", "DLSSD.ColorBeforeTransparency",
"DLSSD.ColorAfterTransparency", "DLSSD.ColorBeforeFog", "DLSSD.ColorAfterFog",
"DLSSD.ScreenSpaceRefractionGuide", "DLSSD.ColorBeforeScreenSpaceRefraction",
"DLSSD.ColorAfterScreenSpaceRefraction", "DLSSD.ScreenSpaceSubsurfaceScatteringGuide",
"DLSSD.ColorBeforeScreenSpaceSubsurfaceScattering",
"DLSSD.ColorAfterScreenSpaceSubsurfaceScattering", "DLSSD.DepthOfFieldGuide",
"DLSSD.ColorBeforeDepthOfField", "DLSSD.ColorAfterDepthOfField", "DLSSD.DiffuseHitDistance",
"DLSSD.SpecularHitDistance", "DLSSD.DiffuseRayDirection", "DLSSD.SpecularRayDirection",
"DLSSD.DiffuseRayDirectionHitDistance", "DLSSD.SpecularRayDirectionHitDistance",
};
struct FrameParams
{
float jitterX = 0, jitterY = 0, mvScaleX = 1, mvScaleY = 1, sharpness = 0;
float preExposure = 1, exposureScale = 1, frameTime = 16.6f;
int reset = 0, invertX = 0, invertY = 0;
unsigned int renderWidth = 0, renderHeight = 0;
unsigned int colorBaseX = 0, colorBaseY = 0, depthBaseX = 0, depthBaseY = 0;
unsigned int mvBaseX = 0, mvBaseY = 0, outputBaseX = 0, outputBaseY = 0;
bool hasExposure = false;
// The exposure texture's own geometry. A game may pass a per-pixel exposure buffer rather
// than the 1x1 scalar, and a capture that recorded a plane without its size could not say
// which it was.
unsigned int exposureWidth = 0, exposureHeight = 0;
// How this feature was created, copied off it so a capture records what the game asked for
// rather than what a replay would otherwise have to guess: the model, the render and output
// dimensions, the quality mode, the HDR/depth/exposure create flags, whether Output.Subrect
// origins are read, and the render preset in force.
unsigned int createWidth = 0, createHeight = 0, createOutWidth = 0, createOutHeight = 0;
int createQuality = 0, createFlags = 0, createSubrects = 0;
unsigned int createPreset = 0;
bool vram = false; // inputs and output stay in VRAM (VRAM interop)
bool split = false; // this frame presents its own result (split frames)
unsigned motionDilation = 0; // actually applied, worker only
// D4R_SHIM_INPLACE: the game's linear output texture, written without a game-side copy (0 = none)
CudaDevicePtr outputInPlace = 0;
uint32_t outputInPlacePitch = 0;
// D4R_SHIM_OUTPUT_PACKED: the output kernel stores the game's R10G10B10A2 texels itself, so the game-side
// copy (or the in-place texture) takes them without the RGBA16F conversion image and blit
bool packedOutput = false;
// Ray Reconstruction: the denoiser's own per-frame settings and camera matrices, copied
// off the caller's parameter object on the game thread so the worker never reads an
// object the game may have destroyed by then. A scalar the caller did not set this frame
// carries the creation-time value, not an invented one and not last frame's override; a
// matrix the caller did not set is published as absent, because the pointer names this
// frame's storage and nothing outlives it.
int auxScalar[sizeof(kAuxScalars) / sizeof(kAuxScalars[0])] = {};
bool auxScalarSet[sizeof(kAuxScalars) / sizeof(kAuxScalars[0])] = {};
float auxMatrix[sizeof(kAuxMatrices) / sizeof(kAuxMatrices[0])][16] = {};
bool auxMatrixSet[sizeof(kAuxMatrices) / sizeof(kAuxMatrices[0])] = {};
// One Subrect origin per entry of kAuxSubrectNames, snapshotted per frame. Zero means the
// caller did not register one, and zero is what is forwarded - never the previous frame's.
unsigned int auxSubrect[sizeof(kAuxSubrectNames) / sizeof(kAuxSubrectNames[0])][2] = {};
};
struct FrameTiming
{
bool enabled = false;
ProfileClock::time_point gameStart, queuedAt;
double slotWait = 0, inputRecord = 0, outputRecord = 0, gameCall = 0, gameInterval = 0;
double convert[4] = {}, upload[4] = {};
double download = 0, outputConvert = 0;
double prep = 0, worker = 0, workerWait = 0, finishWait = 0, markerWait = 0;
double ngxHost = 0, ctxSync = 0, gpuEval = -1;
double motionDilationWall = 0;
bool markerDeferred = false; // the worker waits for the input marker (D4R_SHIM_DEFER_MARKER)
bool gpuEventsRecorded = false;
double outputSyncWall = 0, outputSyncCpu = -1;
bool outputSyncBlocking = false;
double h2dTotal = 0, d2hIssue = 0, d2hWait = 0;
ProfileClock::time_point prepStart, workerQueued, finishQueued;
size_t queueDepth = 0;
uint32_t presentedFrame = 0;
};
// A plane in the canonical CUDA layout, tightly packed, in ordinary host
// memory: filled from the D3D12 staging by one pipeline stage and consumed by
// the next (see prepare_inputs / run_evaluation / publish_output).
struct HostPlane
{
uint8_t* bytes = nullptr; // page-locked when overlapped staging is on
size_t capacity = 0;
bool pinned = false;
std::vector<uint8_t> fallback;
UINT width = 0, height = 0;
size_t rowBytes = 0;
size_t size() const { return rowBytes * height; }
};
// Ray Reconstruction auxiliary surface: one per distinct D3D12Resource the caller registers,
// keyed on the resource because several names routinely resolve to one texture. The surface
// carries the caller's own DXGI format - it is never converted to a canonical plane - so the
// texture object the denoiser samples describes exactly what was rendered.
//
// The surface outlives the frames that name it: `holds` counts queued frames still referring
// to it, and the resource is AddRef'd so a caller that releases it while a frame is in flight
// cannot pull it out from under the copy recorded on its command list.
struct AuxSurface
{
ID3D12Resource* resource = nullptr;
std::vector<const char*> publish;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
UINT width = 0, height = 0;
uint32_t arrayFormat = 0, channels = 0;
AuxLayout how = AuxLayout::Verbatim; // whether the bytes reach the array as they are
uint32_t texelBytes = 0; // the caller's own texel size, for a capture
uint32_t lastSeen = 0; // frame the caller last registered this resource
unsigned int holds = 0; // queued frames still naming this surface
bool dropping = false; // no longer registered; freed once holds reaches zero
CudaImage image; // worker only
CudaObject handle = 0; // what the parameters point at; its address must stay put
Staging staging[kSlots];
HostPlane host[kSlots]; // stable upload bytes for host fallback (worker only)
VramBuffer vram[kSlots]; // per-frame guide bytes; imported lazily on the CUDA worker
VramImage conversion; // packed/BGRA guides converted by Vulkan, not the CPU
bool gpu[kSlots] = {};
};
// What one frame's slot bound: which surface answered which denoiser name, for that frame
// only. Publish reads this, never the live surface list, so a surface the caller registered
// last frame is never handed to the denoiser for a frame that did not register it.
struct AuxBinding
{
AuxSurface* surface = nullptr;
std::vector<const char*> names; // what the denoiser reads it as
std::vector<const char*> sources; // what the caller registered it under
uint32_t frame = 0;
};
struct InputSlot
{
Staging color, depth, motion, exposure;
VramBuffer vram[4]; // VRAM interop: the planes in canonical layout
// D4R_SHIM_LINEAR_INPUTS: pitch-linear texture objects on vram[] handed to NGX (worker only)
CudaObject linearTexture[4] = {};
CudaDevicePtr linearPointer[4] = {};
UINT linearWidth[4] = {}, linearHeight[4] = {};
size_t linearPitch[4] = {};
CudaDevicePtr dilatedMotion = 0;
size_t dilatedBytes = 0;
CudaObject dilatedTexture = 0;
UINT dilatedWidth = 0, dilatedHeight = 0;
size_t dilatedPitch = 0;
std::vector<AuxBinding> auxBindings; // this slot's denoiser inputs, for one frame
// The DLSSD.OutputAlpha texture the caller asked for on this frame, held until the frame
// retires. Present only on a frame that actually registered it.
ID3D12Resource* alphaResource = nullptr;
UINT alphaWidth = 0, alphaHeight = 0, alphaBaseX = 0, alphaBaseY = 0;
UINT alphaExtentW = 0, alphaExtentH = 0;
DXGI_FORMAT alphaFormat = DXGI_FORMAT_UNKNOWN;
uint32_t alphaWriteback = 0;
bool alphaRequested = false;
// GPU-resident alpha (VRAM interop): the caller's image and whether this frame's result can be
// blitted into it, so the float32 result never has to come back through host memory. Set with
// the rest of the alpha capture, on the game thread, before the frame is queued.
VkImage alphaImageHandle = VK_NULL_HANDLE;
bool alphaConvert = false;
bool alphaGpu = false;
std::atomic<bool> busy{false}; // readback staging owned by the pipeline
HostPlane host[4];
std::atomic<bool> hostBusy{false}; // host planes not yet uploaded by the worker
};
// DLSSD.OutputAlpha is an OUTPUT the denoiser writes (nvsdk_ngx_defs_dlssd.h:98, with its own
// Subrect base at 101/102). It is delivered back through its own ring of slots, modelled on
// OutputSlot above, because it has exactly the same lifetime problem as the colour output: a
// result staged for one frame is read by a later frame's command list, so it must not be
// rewritten until every reader has passed.
struct AlphaSlot
{
Staging staging; // upload buffer holding one result
VramBuffer vram; // VRAM interop: the evaluated region as float32
VramImage conversion; // the R32F image that result is blitted from
bool gpu = false; // filled in vram, presented from it; else staging
std::atomic<uint32_t> lastReadFrame{0}; // reserved/last-read frame, as OutputSlot's
std::atomic<uint32_t> producedFrame{0}; // frame that filled it
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
UINT baseX = 0, baseY = 0; // where this result sits in the staging buffer
UINT width = 0, height = 0; // the region it covers
uint32_t writeback = 0; // destination texel kind (see alpha_output_layout)
};
struct OutputSlot
{
Staging staging;
VramBuffer vram; // VRAM interop: the result in RGBA16F
std::atomic<uint32_t> lastReadFrame{0}; // last frame whose command list copies from it
std::atomic<uint32_t> producedFrame{0};
};
// Views and their D3D12 image owners survive every command list recorded by this feature.
struct EngineBorrowedView
{
ID3D12Resource* resource = nullptr;
VkDevice device = VK_NULL_HANDLE;
VkImageView view = VK_NULL_HANDLE;
VkFormat format = VK_FORMAT_UNDEFINED;
VkImageAspectFlags aspect = 0;
VkImageUsageFlags usage = 0;
~EngineBorrowedView()
{
if (view) d4r::vkTable.DestroyImageView(device, view, nullptr);
if (resource) resource->Release();
}
};
struct Feature
{
NgxHandle handle = {}; // returned to the caller
bool nativeVulkan = false; // distinct resource/lifetime contract
std::atomic<bool> retiring{false};
IUnknown* resources = nullptr; // main reference plus command-allocator references
NgxHandle* cudaHandle = nullptr;
void* cudaParams = nullptr;
CudaDevicePtr scratch = 0;
unsigned int width = 0, height = 0, outWidth = 0, outHeight = 0;
unsigned int cudaWidth = 0, cudaHeight = 0; // render size the NGX feature was created with (worker only)
unsigned int refusedWidth = 0, refusedHeight = 0; // render size NGX would not create a feature for (worker only)
int quality = 0, flags = 0, subrects = 0;
std::array<unsigned int, 6> creationPresets{};
bool cudaCreationDeferred = false;
unsigned int preset = 0;
// DLSS.Enable.Output.Subrects as the caller set it at creation: it decides whether the
// Output.Subrect origins are read at all, so a replay must create the feature the same way.
int outputSubrects = 0;
CudaEvent profileStart = nullptr, profileEnd = nullptr;
CudaEvent outputReadyEvent = nullptr;
// output wait pacing (D4R_SHIM_OUTPUT_POLL_US): smoothed time from the event record to its completion, kept
// separately for each wait site (they wait for very different amounts of GPU work)
double publishWaitEmaUs = 0.0, evalWaitEmaUs = 0.0;
// native Vulkan input wait: smoothed time from recording to the input event (waiters may overlap)
std::atomic<double> vkInputWaitEmaUs{0.0};
bool profileEventsReady = false;
CudaImage color, depth, motion, exposure, output;
CudaObject colorHandle = 0, depthHandle = 0, motionHandle = 0, exposureHandle = 0, outputHandle = 0;
InputSlot inputs[kSlots];
OutputSlot outputs[kOutputSlots];
HostPlane outputHost[2]; // downloaded results waiting for publish_output
std::atomic<bool> outputHostBusy[2] = {false, false};
unsigned int nextOutputHost = 0; // worker only
// Overlapped staging (worker only): linear device buffers the async copies
// target, moved to/from the CUDA arrays with device-to-device copies.
CudaDevicePtr planeLinear[4] = {}, outputLinear = 0;
size_t planeLinearBytes[4] = {}, outputLinearBytes = 0;
// Frames queued but not yet published (or dropped). evaluate() blocks the
// game at D4R_SHIM_MAX_IN_FLIGHT (default 3) so a backlog cannot build up
// between pipeline stages and age the presented result.
std::atomic<int> inFlight{0};
DXGI_FORMAT outputFormat = DXGI_FORMAT_UNKNOWN;
UINT outputWidth = 0, outputHeight = 0;
// VRAM interop: decided on the first evaluation, dropped for good if the
// formats later stop qualifying.
bool vram = false, vramDecided = false;
VramImage colorConversion;
VramImage depthConversion;
VramImage motionConversion;
VramImage exposureConversion;
VramImage outputConversion;
// Split frames: the rest of frame N's command list is submitted only once
// splitSemaphore reaches N (all admitted frames through N have retired).
std::atomic<bool> split{false};
VkSemaphore splitSemaphore = VK_NULL_HANDLE;
std::mutex splitMutex;
uint64_t splitSignalled = 0; // under splitMutex
D4rFrameCompletion splitCompletion; // under splitMutex; cancellation can finish out of order
// Inputs become ready on the CPU before CUDA work is queued. GPU-side waits
// for recorded-but-discarded command lists can otherwise wedge the device.
// D4R_SHIM_OUTPUT_DIRECT: this frame's result is stored by the native output kernel straight into its
// destination buffer (worker only), so the array -> buffer copy is skipped.
bool outputRedirected = false;
// The previous frame's output kernel was the native one and honoured the redirect (worker writes, game
// thread reads): only then is a frame recorded for packed output.
std::atomic<bool> packedReady{false};
bool outputDirectAllowed = false; // the forced preset's output kernel honours the redirect
// D4R_SHIM_LINEAR_INPUTS: NGX samples the interop buffers directly through pitch-linear
// texture objects (rows padded to 256 bytes), so the buffer -> array copies disappear.
bool linearInputs = false;
bool dilationReported = false;
std::vector<VramBuffer> retiredBuffers; // may still be read by queued command lists
std::vector<VramImage> retiredImages;
ID3D12Resource* marker = nullptr;
volatile uint32_t* markerValue = nullptr; // [0] latest input; [1 + slot] exact input frame
uint32_t frame = 0;
uint32_t rejectedFormatCount = 0; // game thread; rate-limits format diagnostics
std::atomic<int> latestOutput{-1};
std::atomic<uint32_t> completedFrames{0};
uint32_t evaluatedFrames = 0; // worker only
// D4R_ENGINE: d4r's own inference, recorded into the game's command lists (game thread only). Recorded
// lists retain `resources`, so this is destroyed only once the GPU has finished with them.
uint64_t engineViewBytes = 0;
bool engineViewBudgetReported = false;
std::vector<std::unique_ptr<EngineBorrowedView>> engineViews; // destroyed after engine descriptor pools
std::unique_ptr<d4r::GameUpscaler> engine;
std::unique_ptr<d4r::GameUpscalerM> engineM; // preset M/L, original network
std::unique_ptr<d4r::GameUpscalerM> engineMDynamic; // Vulkan at changing sizes; original HIP resources stay alive
unsigned int engineMLastWidth = 0, engineMLastHeight = 0;
unsigned int engineMRenderWidth = 0, engineMRenderHeight = 0; // first evaluation's effective extent
std::unique_ptr<d4r::GameDenoiser> engineR; // Ray Reconstruction (engine/runtime_rr.inc)
// Preset M and preset K with the network on the native HIP layers ([Engine] Network): the buffers shared
// with HIP and the bridge's network. The game's list is split around the network, as for the CUDA backend's
// split frames. `engineHead` is the network's result (M's expansion / K's final store reads it).
VramBuffer engineTokens, engineHead;
// Input readiness for the HIP network: engineSync holds the frame number the engine's front writes (a Vulkan
// fill) and the network's stream waits for it on the GPU (engineGpuWait), so the layers start without a
// CPU round trip. engineWaitFrame: the frame a queued stream wait is waiting for (0: none).
VramBuffer engineSync;
std::atomic<bool> engineGpuWait{false};
bool engineNetTimeline = false; // native HIP callback and dropped-frame signals share one timeline lock
std::atomic<uint32_t> engineWaitFrame{0};
double engineNetWaitEmaUs = 0.0; // worker only: smoothed launch-to-completion wait, for adaptive polling
void* engineNet = nullptr;
bool engineRefused = false;
bool rrCompileWarned = false; // the "CUDA backend has no preset F" warning was logged for the compile frames
float engineJitter[2] = {0, 0}; // of the previous engine frame
// Serializes picking the slot to present (game thread) against picking
// the slot to overwrite (worker).
std::mutex outputMutex;
// Ray Reconstruction: feature 13, which the NGX core dispatches to the denoiser it
// loaded. Super Sampling features leave this false and differ only in their feature id
// and their preset names.
bool rayReconstruction = false;
// The denoiser's settings as the caller stated them at creation time. A setting the
// caller varies per frame must fall back to this, not to the previous frame's value:
// the parameter object outlives the frame, so an untouched one would silently carry
// over an override that is no longer being asked for.
int auxScalarBaseline[sizeof(kAuxScalars) / sizeof(kAuxScalars[0])] = {};
// The denoiser's alpha output. Its CUDA surface is float32 single channel: the vendor's
// transformer output kernel stores it as a nullable scalar float32 pixel
// (sust.p.2d.b32.zero at param+248), so that is what the surface is created as.
CudaImage alphaImage;
HostPlane alphaHost; // worker: the read-back float32 result
AlphaSlot alpha[kOutputSlots];
std::atomic<int> latestAlpha{-1}; // the slot holding the newest unpresented result
// A list, not a vector or a deque: the parameter object holds &AuxSurface.handle for the
// duration of the denoiser's evaluate, so every element must keep its address. A vector
// moves elements on growth and a deque invalidates *all* references when an element is
// erased from the middle - which is exactly what dropping a surface does while other
// surfaces are still queued. A list's erase touches only the element removed.
std::list<AuxSurface> aux; // the caller's registered surfaces, under auxMutex
// The game thread rewrites this list from the caller's parameter object while the worker
// reads it, and the parameter object holds &aux.handle for the duration of the
// denoiser's evaluate, so every aux access is under this lock.
std::mutex auxMutex;
};
static std::mutex g_featuresMutex;
static std::vector<Feature*> g_features;
static bool create_buffer(D3D12_HEAP_TYPE heapType, UINT64 size, ID3D12Resource** buffer, uint8_t** mapped)
{
D3D12_HEAP_PROPERTIES heap = {};
heap.Type = heapType;
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
const D3D12_RESOURCE_STATES state =
heapType == D3D12_HEAP_TYPE_READBACK ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_GENERIC_READ;
HRESULT hr = g.device->CreateCommittedResource(&heap, D3D12_HEAP_FLAG_NONE, &desc, state, nullptr,
__uuidof(ID3D12Resource), reinterpret_cast<void**>(buffer));
if (FAILED(hr))
{
logf("CreateCommittedResource(heap=%d, %llu bytes) failed: 0x%08lx", heapType,
static_cast<unsigned long long>(size), hr);
return false;
}
D3D12_RANGE readRange = {0, heapType == D3D12_HEAP_TYPE_READBACK ? static_cast<SIZE_T>(size) : 0};
hr = (*buffer)->Map(0, &readRange, reinterpret_cast<void**>(mapped));
if (FAILED(hr))
{
logf("Map failed: 0x%08lx", hr);
(*buffer)->Release();
*buffer = nullptr;
return false;
}
return true;
}
// Ensures staging matches the resource's first subresource; heap selects
// readback (inputs) or upload (output).
static bool ensure_staging(Staging& staging, ID3D12Resource* resource, D3D12_HEAP_TYPE heapType)
{
D3D12_RESOURCE_DESC desc;
resource->GetDesc(&desc);
if (staging.buffer != nullptr && staging.format == desc.Format && staging.width == desc.Width &&
staging.height == desc.Height)
return true;
staging.retire();
UINT64 rowSize = 0;
g.device->GetCopyableFootprints(&desc, 0, 1, 0, &staging.layout, &staging.rows, &rowSize, &staging.total);
if (!create_buffer(heapType, staging.total, &staging.buffer, &staging.mapped))
return false;
staging.format = desc.Format;
staging.width = static_cast<UINT>(desc.Width);
staging.height = desc.Height;
logf("staging %s %ux%u format=%d rowPitch=%u total=%llu", heapType == D3D12_HEAP_TYPE_READBACK ? "readback" : "upload",
staging.width, staging.height, staging.format, staging.layout.Footprint.RowPitch,
static_cast<unsigned long long>(staging.total));
return true;
}
static void transition(ID3D12GraphicsCommandList* list, ID3D12Resource* resource, D3D12_RESOURCE_STATES before,
D3D12_RESOURCE_STATES after)
{
if (before == after)
return;
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = resource;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = before;
barrier.Transition.StateAfter = after;
list->ResourceBarrier(1, &barrier);
}
static void copy_to_staging(ID3D12GraphicsCommandList* list, ID3D12Resource* resource, Staging& staging,
D3D12_RESOURCE_STATES state)
{
transition(list, resource, state, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION destination = {};
destination.pResource = staging.buffer;
destination.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
destination.PlacedFootprint = staging.layout;
D3D12_TEXTURE_COPY_LOCATION source = {};
source.pResource = resource;
source.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
source.SubresourceIndex = 0;
list->CopyTextureRegion(&destination, 0, 0, 0, &source, nullptr);
transition(list, resource, D3D12_RESOURCE_STATE_COPY_SOURCE, state);
}
// --- CUDA-side resources (worker thread) -----------------------------------------
// Sampler of an input texture: clamp addressing, normalized coordinates (as NGX's own textures); bilinear
// for the colour input (D4R_SHIM_COLOR_LINEAR), optionally for motion / depth (experiments).
static CudaTextureDesc input_sampler(UINT width, uint32_t channels, bool linear)
{
CudaTextureDesc sampler = {};
sampler.addressMode[0] = 1;
sampler.addressMode[1] = 1;
static const bool colorLinear = env_uint("D4R_SHIM_COLOR_LINEAR", 1) != 0;
sampler.filterMode = linear && colorLinear ? 1 : 0;
static const bool motionLinear = env_uint("D4R_SHIM_MOTION_LINEAR", 0) != 0;
static const bool depthLinear = env_uint("D4R_SHIM_DEPTH_LINEAR", 0) != 0;
if ((motionLinear && channels == 2) || (depthLinear && channels == 1 && width > 1))
sampler.filterMode = 1;
sampler.flags = 2; // CU_TRSF_NORMALIZED_COORDINATES
return sampler;
}
static bool ensure_cuda_image(CudaImage& image, UINT width, UINT height, uint32_t format, uint32_t channels,
bool surface, bool linear)
{
if (image.array != nullptr && image.width == width && image.height == height &&
image.format == format && image.channels == channels)
return true;
if (image.object != 0)
surface ? g.cu.surfObjectDestroy(image.object) : g.cu.texObjectDestroy(image.object);
if (image.array != nullptr)
g.cu.arrayDestroy(image.array);
image = CudaImage{};
int result;
if (surface)
{
const CudaArray3DDescriptor descriptor{width, height, 0, format, channels, 2u /* SURFACE_LDST */};
result = g.cu.array3DCreate(&image.array, &descriptor);
}
else
{
const CudaArrayDescriptor descriptor{width, height, format, channels};
result = g.cu.arrayCreate(&image.array, &descriptor);
}
if (result != 0)
{
logf("CUDA array create %ux%u fmt=0x%x ch=%u failed: %d", width, height, format, channels, result);
return false;
}
CudaResourceDesc resource = {};
resource.resType = 0; // CU_RESOURCE_TYPE_ARRAY
resource.res.array.hArray = image.array;
if (surface)
result = g.cu.surfObjectCreate(&image.object, &resource);
else
{
// Matches the texture objects NGX itself creates: clamp addressing,
// normalized coordinates.
CudaTextureDesc sampler = {};
sampler.addressMode[0] = 1;
sampler.addressMode[1] = 1;
// D4R_SHIM_COLOR_LINEAR=0 samples the colour input with point filtering (experiment).
static const bool colorLinear = env_uint("D4R_SHIM_COLOR_LINEAR", 1) != 0;
sampler.filterMode = linear && colorLinear ? 1 : 0;
// D4R_SHIM_MOTION_LINEAR / D4R_SHIM_DEPTH_LINEAR=1: bilinear filtering for
// those planes (identified by format; experiment).
static const bool motionLinear = env_uint("D4R_SHIM_MOTION_LINEAR", 0) != 0;
static const bool depthLinear = env_uint("D4R_SHIM_DEPTH_LINEAR", 0) != 0;
if ((motionLinear && channels == 2) || (depthLinear && channels == 1 && width > 1))
sampler.filterMode = 1;
sampler.flags = 2; // CU_TRSF_NORMALIZED_COORDINATES
result = g.cu.texObjectCreate(&image.object, &resource, &sampler, nullptr);
}
if (result != 0)
{
logf("CUDA %s object create failed: %d", surface ? "surface" : "texture", result);
return false;
}
image.width = width;
image.height = height;
image.format = format;
image.channels = channels;
return true;
}
// Device <-> array copy. Queued on the null stream, where NGX evaluates, when the bridge provides
// it (D4R_SHIM_ASYNC_2D=0: ZLUDA's cuMemcpy2D); callers synchronize before the data is used.
static int copy_2d(const CudaMemcpy2D& copy)
{
static const bool async = env_uint("D4R_SHIM_ASYNC_2D", 1) != 0;
if (async && g.cu.memcpy2DAsync != nullptr && g.cu.memcpy2DAsync(&copy, nullptr) == 0)
return 0;
return g.cu.memcpy2D(&copy);
}
// Splits row-wise staging work (tens of MB per frame at 1440p, which one core
// moves at ~11 GB/s) across helper threads plus the calling worker thread.
// D4R_SHIM_COPY_THREADS sets the total thread count (default 4, 1 = serial).
class RowPool
{
public:
void run(UINT rows, size_t bytes, const std::function<void(UINT, UINT)>& task)
{
const unsigned int parts = threads();
if (parts <= 1 || bytes < (2u << 20) || rows < parts * 8)
{
task(0, rows);
return;
}
{
std::lock_guard<std::mutex> lock(mutex_);
task_ = &task;
rows_ = rows;
parts_ = parts;
remaining_ = parts - 1;
++generation_;
}
start_.notify_all();
task(0, rows / parts);
std::unique_lock<std::mutex> lock(mutex_);
done_.wait(lock, [this] { return remaining_ == 0; });
task_ = nullptr;
}
private:
unsigned int threads()
{
std::call_once(once_, [this] {
count_ = env_uint("D4R_SHIM_COPY_THREADS", 4);
count_ = count_ < 1 ? 1 : (count_ > 16 ? 16 : count_);
for (unsigned int index = 1; index < count_; ++index)
std::thread([this, index] { helper(index); }).detach();
});
return count_;
}
void helper(unsigned int index)
{
uint64_t seen = 0;
for (;;)
{
const std::function<void(UINT, UINT)>* task;
UINT begin, end;
{
std::unique_lock<std::mutex> lock(mutex_);
start_.wait(lock, [&] { return generation_ != seen; });
seen = generation_;
task = task_;
begin = static_cast<UINT>(static_cast<uint64_t>(rows_) * index / parts_);
end = static_cast<UINT>(static_cast<uint64_t>(rows_) * (index + 1) / parts_);
}
(*task)(begin, end);
{
std::lock_guard<std::mutex> lock(mutex_);
--remaining_;
}
done_.notify_one();
}
}
std::once_flag once_;
unsigned int count_ = 1;
std::mutex mutex_;
std::condition_variable start_, done_;
const std::function<void(UINT, UINT)>* task_ = nullptr;
UINT rows_ = 0;
unsigned int parts_ = 1, remaining_ = 0;
uint64_t generation_ = 0;
};
// One pool per CPU pipeline stage; a pool serves one caller at a time.
static RowPool g_inputRows, g_outputRows;
// Copies rows between pitched buffers.
static void copy_rows(RowPool& pool, uint8_t* destination, size_t destinationPitch, const uint8_t* source,
size_t sourcePitch, size_t rowBytes, UINT rows)
{
pool.run(rows, rowBytes * rows, [&](UINT begin, UINT end) {
if (destinationPitch == rowBytes && sourcePitch == rowBytes)
std::memcpy(destination + begin * rowBytes, source + begin * rowBytes, rowBytes * (end - begin));
else
for (UINT y = begin; y < end; ++y)
std::memcpy(destination + y * destinationPitch, source + y * sourcePitch, rowBytes);
});
}
// Overlapped staging: frame N's uploads run while frame N-1's result downloads
// (PCIe is full duplex), as async copies between page-locked host memory and
// linear device buffers on two non-blocking streams. D4R_SHIM_ASYNC_COPIES=0
// keeps the synchronous host<->array copies.
static bool async_copies()
{
static const bool enabled = env_uint("D4R_SHIM_ASYNC_COPIES", 1) != 0;
return enabled && g.cu.memAllocHost != nullptr;
}
struct CopyStreams
{
void* up = nullptr;
void* down = nullptr;
};
// Worker thread only.
static CopyStreams* copy_streams()
{
static CopyStreams streams;
static bool attempted = false;
if (!attempted)
{
attempted = true;
constexpr unsigned int kNonBlocking = 1; // CU_STREAM_NON_BLOCKING
if (g.cu.streamCreate(&streams.up, kNonBlocking) != 0 || g.cu.streamCreate(&streams.down, kNonBlocking) != 0)
{
logf("cuStreamCreate failed; using synchronous copies");
streams = {};
}
}
return streams.up != nullptr ? &streams : nullptr;
}
// Grows a host plane's buffer. Page-locked memory is allocated on the CUDA
// worker thread (the only one with a current context).
static void reserve_host(HostPlane& host, size_t bytes)
{
if (bytes <= host.capacity)
return;
auto allocate = [&host, bytes] {
if (host.pinned)
g.cu.memFreeHost(host.bytes);
host = HostPlane{};
void* pinned = nullptr;
if (async_copies() && g.cu.memAllocHost(&pinned, bytes) == 0)
{
host.bytes = static_cast<uint8_t*>(pinned);
host.pinned = true;
}
else
{
host.fallback.resize(bytes);
host.bytes = host.fallback.data();
}
host.capacity = bytes;
return 0;
};
if (async_copies() && std::this_thread::get_id() != g.workerThread)
g.worker.call(allocate);
else
allocate();
}
static void release_host(HostPlane& host)
{
if (host.pinned)
g.cu.memFreeHost(host.bytes);
host = HostPlane{};
}
// Worker thread only.
static bool ensure_linear(CudaDevicePtr& buffer, size_t& capacity, size_t bytes)
{
if (bytes <= capacity)
return true;
if (buffer != 0)
g.cu.memFree(buffer);
buffer = 0;
capacity = 0;
if (g.cu.memAlloc(&buffer, bytes) != 0)
{
buffer = 0;
logf("cuMemAlloc(%zu) for staging failed", bytes);
return false;
}
capacity = bytes;
return true;
}
static uint32_t plane_format(Plane plane)
{
return (plane == Plane::Color || plane == Plane::Motion) ? CUDA_FORMAT_HALF : CUDA_FORMAT_FLOAT;
}
static uint32_t plane_channels(Plane plane)
{
return plane == Plane::Color ? 4 : (plane == Plane::Motion ? 2 : 1);
}
// --- VRAM interop ------------------------------------------------------------------
//
// With D4R_SHIM_VRAM_INTEROP=1 the inputs and the result never leave VRAM.
// vkd3d-proton's interop interface hands out the game's VkDevice, the VkImage
// behind each D3D12 texture, and the raw VkCommandBuffer behind the game's
// D3D12 command list. evaluate() records Vulkan copies of the inputs into
// exportable device-local buffers (colour formats other than RGBA16F are
// converted by a blit first), and of the latest result out of one; the Wine
// nvcuda bridge (d4rImportVulkanMemory) maps those buffers into CUDA. The
// worker then only moves data between them and the CUDA arrays on the GPU.
// Frames whose formats do not qualify use the readback/upload path.
struct VulkanInterop
{
std::once_flag once;
bool ready = false;
ID3D12DXVKInteropDevice1* interop = nullptr;
ID3D12DXVKInteropDeviceD4R2* lifetime = nullptr;
ID3D12DXVKInteropDeviceD4R* split = nullptr; // only with the d4r vkd3d-proton patch
ID3D12DXVKInteropDeviceD4R3* linear = nullptr; // experimental: linear exportable game textures
VkDevice device = VK_NULL_HANDLE;
VkPhysicalDeviceMemoryProperties memory = {};
VkPhysicalDevice physical = VK_NULL_HANDLE;
PFN_vkGetPhysicalDeviceFormatProperties formatProperties = nullptr;
PFN_vkCreateBuffer createBuffer = nullptr;
PFN_vkDestroyBuffer destroyBuffer = nullptr;
PFN_vkGetBufferMemoryRequirements bufferRequirements = nullptr;
PFN_vkBindBufferMemory bindBuffer = nullptr;
PFN_vkCreateImage createImage = nullptr;
PFN_vkDestroyImage destroyImage = nullptr;
PFN_vkGetImageMemoryRequirements imageRequirements = nullptr;
PFN_vkBindImageMemory bindImage = nullptr;
PFN_vkAllocateMemory allocate = nullptr;
PFN_vkFreeMemory free = nullptr;
PFN_vkMapMemory map = nullptr;
PFN_vkUnmapMemory unmap = nullptr;
PFN_vkCmdPipelineBarrier barrier = nullptr;
PFN_vkCmdCopyImageToBuffer copyImageToBuffer = nullptr;
PFN_vkCmdCopyBufferToImage copyBufferToImage = nullptr;
PFN_vkCmdBlitImage blit = nullptr;
PFN_vkCmdFillBuffer fill = nullptr;
PFN_vkCreateSemaphore createSemaphore = nullptr;
PFN_vkDestroySemaphore destroySemaphore = nullptr;
PFN_vkSignalSemaphore signalSemaphore = nullptr;
int(WINAPI* import)(VkDevice, uint64_t, uint64_t, CudaDevicePtr*, void**) = nullptr;
int(WINAPI* release)(void*) = nullptr;
};
static VulkanInterop g_vk;
static bool vram_interop_requested()
{
static const bool requested = env_uint("D4R_SHIM_VRAM_INTEROP", 0) != 0;
return requested;
}
// Game thread, once.
static void init_vram_interop()
{
if (FAILED(g.device->QueryInterface(__uuidof(ID3D12DXVKInteropDevice1), reinterpret_cast<void**>(&g_vk.interop))))
{
logf("VRAM interop: ID3D12DXVKInteropDevice1 unavailable (not vkd3d-proton?)");
return;
}
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDevice physical = VK_NULL_HANDLE;
if (FAILED(g_vk.interop->GetVulkanHandles(&instance, &physical, &g_vk.device)))
{
logf("VRAM interop: GetVulkanHandles failed");
return;
}
UINT count = 0;
g_vk.interop->GetDeviceExtensions(&count, nullptr);
std::vector<const char*> extensions(count);
g_vk.interop->GetDeviceExtensions(&count, extensions.data());
bool exportable = false;
for (const char* name : extensions)
exportable |= std::strcmp(name, "VK_KHR_external_memory_win32") == 0;
HMODULE vulkan = GetModuleHandleA("vulkan-1.dll");
if (vulkan == nullptr)
vulkan = LoadLibraryA("vulkan-1.dll");
PFN_vkGetInstanceProcAddr instanceProc = nullptr;
if (vulkan != nullptr)
load_export(vulkan, "vkGetInstanceProcAddr", instanceProc);
load_export(g.cuda, "d4rImportVulkanMemory", g_vk.import);
load_export(g.cuda, "d4rReleaseVulkanMemory", g_vk.release);
if (!exportable || instanceProc == nullptr || g_vk.import == nullptr || g_vk.release == nullptr)
{
logf("VRAM interop: unavailable (external_memory_win32 %d, vulkan-1 %p, bridge exports %d)", exportable,
reinterpret_cast<void*>(instanceProc), g_vk.import != nullptr && g_vk.release != nullptr);
return;
}
auto deviceProc = reinterpret_cast<PFN_vkGetDeviceProcAddr>(instanceProc(instance, "vkGetDeviceProcAddr"));
auto memoryProperties = reinterpret_cast<PFN_vkGetPhysicalDeviceMemoryProperties>(
instanceProc(instance, "vkGetPhysicalDeviceMemoryProperties"));
if (deviceProc == nullptr || memoryProperties == nullptr)
return;
memoryProperties(physical, &g_vk.memory);
g_vk.physical = physical;
g_vk.formatProperties = reinterpret_cast<PFN_vkGetPhysicalDeviceFormatProperties>(
instanceProc(instance, "vkGetPhysicalDeviceFormatProperties"));
bool ok = g_vk.formatProperties != nullptr;
auto load = [&](auto& function, const char* name) {
function = reinterpret_cast<std::remove_reference_t<decltype(function)>>(deviceProc(g_vk.device, name));
ok &= function != nullptr;
};
load(g_vk.createBuffer, "vkCreateBuffer");
load(g_vk.destroyBuffer, "vkDestroyBuffer");
load(g_vk.bufferRequirements, "vkGetBufferMemoryRequirements");
load(g_vk.bindBuffer, "vkBindBufferMemory");
load(g_vk.createImage, "vkCreateImage");
load(g_vk.destroyImage, "vkDestroyImage");
load(g_vk.imageRequirements, "vkGetImageMemoryRequirements");
load(g_vk.bindImage, "vkBindImageMemory");
load(g_vk.allocate, "vkAllocateMemory");
load(g_vk.free, "vkFreeMemory");
load(g_vk.map, "vkMapMemory");
load(g_vk.unmap, "vkUnmapMemory");
load(g_vk.barrier, "vkCmdPipelineBarrier");
load(g_vk.copyImageToBuffer, "vkCmdCopyImageToBuffer");
load(g_vk.copyBufferToImage, "vkCmdCopyBufferToImage");
load(g_vk.blit, "vkCmdBlitImage");
g_vk.fill = reinterpret_cast<PFN_vkCmdFillBuffer>(deviceProc(g_vk.device, "vkCmdFillBuffer"));
load(g_vk.createSemaphore, "vkCreateSemaphore");
load(g_vk.destroySemaphore, "vkDestroySemaphore");
load(g_vk.signalSemaphore, "vkSignalSemaphore");
if (FAILED(g.device->QueryInterface(__uuidof(ID3D12DXVKInteropDeviceD4R), reinterpret_cast<void**>(&g_vk.split))))
g_vk.split = nullptr;
if (FAILED(g.device->QueryInterface(__uuidof(ID3D12DXVKInteropDeviceD4R2), reinterpret_cast<void**>(&g_vk.lifetime))))
g_vk.lifetime = nullptr;
if (env_uint("D4R_SHIM_INPLACE", 0) == 0 ||
FAILED(g.device->QueryInterface(__uuidof(ID3D12DXVKInteropDeviceD4R3), reinterpret_cast<void**>(&g_vk.linear))))
g_vk.linear = nullptr;
g_vk.ready = ok;
logf("VRAM interop: %s (VkDevice %p), split frames %s", ok ? "ready" : "missing Vulkan entry points",
static_cast<void*>(g_vk.device), g_vk.split != nullptr ? "available" : "unavailable (stock vkd3d-proton)");
}
static bool vram_interop_available()
{
if (!vram_interop_requested())
return false;
std::call_once(g_vk.once, init_vram_interop);
return g_vk.ready;
}
// Device-local memory; prefers memory the CPU cannot map (no BAR window).
static int device_local_type(uint32_t typeBits)
{
for (int pass = 0; pass < 2; ++pass)
for (uint32_t index = 0; index < g_vk.memory.memoryTypeCount; ++index)
{
const VkMemoryPropertyFlags flags = g_vk.memory.memoryTypes[index].propertyFlags;
if ((typeBits & (1u << index)) && (flags & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) &&
(pass == 1 || !(flags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)))
return static_cast<int>(index);
}
return -1;
}
// Buffers of released features, reused by later ones. ROCm up to at least 7.2.4 never frees memory mapped with
// hipExternalMemoryGetMappedBuffer (the mapping's buffer view is retained twice but released once by hipFree), so
// destroying a buffer would leak its memory: each DLSS quality change (a new feature) would add ~100 MB of VRAM.
static std::mutex g_vramPoolMutex;
static std::vector<VramBuffer> g_vramPool;
constexpr size_t kVramPoolLimit = 64;
// The smallest pooled buffer of `kind` that holds `bytes`.
static bool take_pooled_vram_buffer(VramBuffer& target, size_t bytes, uint8_t kind = 0)
{
std::lock_guard<std::mutex> lock(g_vramPoolMutex);
auto best = g_vramPool.end();
for (auto it = g_vramPool.begin(); it != g_vramPool.end(); ++it)
if (it->kind == kind && it->bytes >= bytes && (best == g_vramPool.end() || it->bytes < best->bytes))
best = it;
if (best == g_vramPool.end())
return false;
target = *best;
g_vramPool.erase(best);
return true;
}
// Game thread. The CUDA import runs on the worker, which owns the context.
static bool create_vram_buffer(VramBuffer& target, size_t bytes, bool importNow = true)
{
if (take_pooled_vram_buffer(target, bytes))
return true;
VramBuffer buffer;
VkExternalMemoryBufferCreateInfo external = {VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO};
external.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT;
VkBufferCreateInfo info = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, &external};
info.size = bytes;
info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VkResult result = g_vk.createBuffer(g_vk.device, &info, nullptr, &buffer.buffer);
VkMemoryRequirements requirements = {};
if (result == VK_SUCCESS)
g_vk.bufferRequirements(g_vk.device, buffer.buffer, &requirements);
const int type = device_local_type(requirements.memoryTypeBits);
VkMemoryDedicatedAllocateInfo dedicated = {VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO};
dedicated.buffer = buffer.buffer;
VkExportMemoryAllocateInfo exportInfo = {VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO, &dedicated};
exportInfo.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT;
VkMemoryAllocateInfo allocation = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, &exportInfo};
allocation.allocationSize = requirements.size;
allocation.memoryTypeIndex = static_cast<uint32_t>(type);
if (result == VK_SUCCESS && type < 0)
result = VK_ERROR_OUT_OF_DEVICE_MEMORY;
if (result == VK_SUCCESS)
result = g_vk.allocate(g_vk.device, &allocation, nullptr, &buffer.memory);
if (result == VK_SUCCESS)
result = g_vk.bindBuffer(g_vk.device, buffer.buffer, buffer.memory, 0);
int imported = 0;
if (result == VK_SUCCESS && importNow)
imported = g.worker.call([&] {
return g_vk.import(g_vk.device, reinterpret_cast<uint64_t>(buffer.memory), requirements.size,
&buffer.device, &buffer.external);
});
if (result != VK_SUCCESS || imported != 0)
{
logf("VRAM interop: exportable buffer of %zu bytes failed (VkResult %d, import %d)", bytes, result, imported);
if (buffer.memory != VK_NULL_HANDLE)
g_vk.free(g_vk.device, buffer.memory, nullptr);
if (buffer.buffer != VK_NULL_HANDLE)
g_vk.destroyBuffer(g_vk.device, buffer.buffer, nullptr);
return false;
}
buffer.bytes = bytes;
target = buffer;
return true;
}
// Only once no command list or CUDA work uses the buffer.
static void destroy_vram_buffer(VramBuffer& buffer)
{
if (buffer.external != nullptr)
g.worker.call([&buffer] {
const int freed = g.cu.memFree(buffer.device);
const int released = g_vk.release(buffer.external);
if (freed != 0 || released != 0)
logf("VRAM interop: freeing %zu-byte buffer: cuMemFree %d, release %d", buffer.bytes, freed, released);
return released;
});
if (buffer.mapped != nullptr)
g_vk.unmap(g_vk.device, buffer.memory);
if (buffer.memory != VK_NULL_HANDLE)
g_vk.free(g_vk.device, buffer.memory, nullptr);
if (buffer.buffer != VK_NULL_HANDLE)
g_vk.destroyBuffer(g_vk.device, buffer.buffer, nullptr);
buffer = VramBuffer{};
}
// Only once no command list or CUDA work uses the buffer: keeps it for a later feature (see g_vramPool).
static void recycle_vram_buffer(VramBuffer& buffer)
{
if (buffer.buffer == VK_NULL_HANDLE)
return;
{
std::lock_guard<std::mutex> lock(g_vramPoolMutex);
if (g_vramPool.size() < kVramPoolLimit)
{
g_vramPool.push_back(buffer);
buffer = VramBuffer{};
return;
}
}
destroy_vram_buffer(buffer);
}
static void free_vram_pool()
{
std::vector<VramBuffer> pool;
{
std::lock_guard<std::mutex> lock(g_vramPoolMutex);
pool.swap(g_vramPool);
}
for (VramBuffer& buffer : pool)
destroy_vram_buffer(buffer);
}
static void destroy_vram_image(VramImage& image)
{
if (image.memory != VK_NULL_HANDLE)
g_vk.free(g_vk.device, image.memory, nullptr);
if (image.image != VK_NULL_HANDLE)
g_vk.destroyImage(g_vk.device, image.image, nullptr);
image = VramImage{};
}
static bool create_vram_image(VramImage& image, UINT width, UINT height, VkFormat format)
{
VkImageCreateInfo info = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO};
info.imageType = VK_IMAGE_TYPE_2D;
info.format = format;
info.extent = {width, height, 1};
info.mipLevels = 1;
info.arrayLayers = 1;
info.samples = VK_SAMPLE_COUNT_1_BIT;
info.tiling = VK_IMAGE_TILING_OPTIMAL;
info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
VkResult result = g_vk.createImage(g_vk.device, &info, nullptr, &image.image);
VkMemoryRequirements requirements = {};
if (result == VK_SUCCESS)
g_vk.imageRequirements(g_vk.device, image.image, &requirements);
const int type = device_local_type(requirements.memoryTypeBits);
VkMemoryAllocateInfo allocation = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
allocation.allocationSize = requirements.size;
allocation.memoryTypeIndex = static_cast<uint32_t>(type);
if (result == VK_SUCCESS && type < 0)
result = VK_ERROR_OUT_OF_DEVICE_MEMORY;
if (result == VK_SUCCESS)
result = g_vk.allocate(g_vk.device, &allocation, nullptr, &image.memory);
if (result == VK_SUCCESS)
result = g_vk.bindImage(g_vk.device, image.image, image.memory, 0);
if (result != VK_SUCCESS)
{
logf("VRAM interop: %ux%u conversion image failed: %d", width, height, result);
destroy_vram_image(image);
return false;
}
image.width = width;
image.height = height;
image.format = format;
return true;
}
static size_t canonical_texel_bytes(Plane plane)
{
return (plane_format(plane) == CUDA_FORMAT_HALF ? 2 : 4) * plane_channels(plane);
}
static size_t vk_texel_bytes(VkFormat format)
{
switch (format)
{
case VK_FORMAT_R16G16B16A16_SFLOAT:
case VK_FORMAT_R16G16B16A16_UINT:
case VK_FORMAT_R16G16B16A16_SINT:
case VK_FORMAT_R16G16B16A16_UNORM:
return 8;
case VK_FORMAT_R32_SFLOAT:
case VK_FORMAT_R32_UINT:
case VK_FORMAT_R32_SINT:
case VK_FORMAT_R16G16_SFLOAT:
case VK_FORMAT_R16G16_UINT:
case VK_FORMAT_R16G16_SINT:
case VK_FORMAT_D32_SFLOAT:
case VK_FORMAT_D32_SFLOAT_S8_UINT: // the depth aspect alone
return 4;
case VK_FORMAT_R16_SFLOAT:
case VK_FORMAT_R16_UNORM:
case VK_FORMAT_R16_UINT:
return 2;
default:
return 0;
}
}
// D4R_SHIM_INPLACE (experimental): a game texture that vkd3d-proton created linear and exportable is imported
// into CUDA once, so DLSS writes its texels without a game-side copy. Imports and their source resources
// stay alive for the process lifetime (ROCm does not free mapped external memory, see g_vramPool).
struct InPlaceTexture
{
CudaDevicePtr texels = 0;
size_t rowPitch = 0;
};
struct InPlaceImport
{
uint64_t memory;
CudaDevicePtr base;
ID3D12Resource* owner; // retained: prevents reuse of the cached VkDeviceMemory handle
};
static std::mutex g_inPlaceMutex;
static std::vector<InPlaceImport> g_inPlaceImports;
// Game thread.
static bool describe_in_place(ID3D12Resource* resource, InPlaceTexture& texture)
{
UINT64 memory = 0, size = 0, offset = 0, pitch = 0;
if (g_vk.linear == nullptr || FAILED(g_vk.linear->GetVulkanLinearImageInfo(resource, &memory, &size, &offset, &pitch)))
return false;
CudaDevicePtr base = 0;
{
std::lock_guard<std::mutex> lock(g_inPlaceMutex);
for (const auto& entry : g_inPlaceImports)
if (entry.memory == memory)
base = entry.base;
}
if (base == 0)
{
void* external = nullptr;
const int imported = g.worker.call([&] {
return g_vk.import(g_vk.device, memory, size, &base, &external);
});
if (imported != 0 || base == 0)
{
logf("in-place: importing %llu bytes of texture memory failed (%d)", static_cast<unsigned long long>(size), imported);
return false;
}
logf("in-place: imported %llu bytes of game texture memory (offset %llu, row pitch %llu)",
static_cast<unsigned long long>(size), static_cast<unsigned long long>(offset),
static_cast<unsigned long long>(pitch));
std::lock_guard<std::mutex> lock(g_inPlaceMutex);
resource->AddRef();
g_inPlaceImports.push_back({memory, base, resource});
}
texture.texels = base + offset;
texture.rowPitch = static_cast<size_t>(pitch);
return true;
}
// How one input or the output moves between its D3D12 texture and a buffer.
struct VramCopy
{
ID3D12Resource* resource = nullptr;
VkImage image = VK_NULL_HANDLE;
VkImageAspectFlags aspect = VK_IMAGE_ASPECT_COLOR_BIT;
bool convert = false; // blit to/from the plane's canonical format
UINT width = 0, height = 0;
};
static bool vram_blit_supported(VkFormat source, VkFormat destination)
{
VkFormatProperties sourceProperties = {}, destinationProperties = {};
g_vk.formatProperties(g_vk.physical, source, &sourceProperties);
g_vk.formatProperties(g_vk.physical, destination, &destinationProperties);
return (sourceProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_SRC_BIT) != 0 &&
(destinationProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT) != 0;
}
// sRGB is deliberately excluded: the host staging path treats its bytes as
// UNORM and a Vulkan blit would apply an sRGB transfer function instead.
static bool vram_color_blit_supported(VkFormat format, bool output)
{
switch (format)
{
case VK_FORMAT_B10G11R11_UFLOAT_PACK32:
case VK_FORMAT_A2B10G10R10_UNORM_PACK32:
case VK_FORMAT_R8G8B8A8_UNORM:
case VK_FORMAT_B8G8R8A8_UNORM:
case VK_FORMAT_E5B9G9R9_UFLOAT_PACK32:
break;
default:
return false;
}
return output ? vram_blit_supported(VK_FORMAT_R16G16B16A16_SFLOAT, format)
: vram_blit_supported(format, VK_FORMAT_R16G16B16A16_SFLOAT);
}
// The host path takes only the first (R) component of an exposure texel.
static bool vram_exposure_blit_supported(VkFormat format)
{
switch (format)
{
case VK_FORMAT_R16_SFLOAT:
case VK_FORMAT_R16G16B16A16_SFLOAT:
case VK_FORMAT_R32G32B32A32_SFLOAT:
return vram_blit_supported(format, VK_FORMAT_R32_SFLOAT);
default:
return false;
}
}
// Depth in a 16-bit format is widened to R32F by a blit (UNORM normalizes, SFLOAT converts).
static bool vram_depth_blit_supported(VkFormat format)
{
switch (format)
{
case VK_FORMAT_R16_SFLOAT:
case VK_FORMAT_R16_UNORM:
return vram_blit_supported(format, VK_FORMAT_R32_SFLOAT);
default:
return false;
}
}
// Motion vectors in a wider float format keep their first two components (as the host path does).
static bool vram_motion_blit_supported(VkFormat format)
{
switch (format)
{
case VK_FORMAT_R16G16B16A16_SFLOAT:
case VK_FORMAT_R32G32_SFLOAT:
case VK_FORMAT_R32G32B32A32_SFLOAT:
case VK_FORMAT_R8G8B8A8_UNORM:
return vram_blit_supported(format, VK_FORMAT_R16G16_SFLOAT);
default:
return false;
}
}
// Whether `resource` can be copied raw (or, for colour/motion/exposure, blitted)
// to/from the canonical layout of `plane`.
static bool describe_vram_copy(ID3D12Resource* resource, Plane plane, VramCopy& copy, bool output = false)
{
UINT64 handle = 0, offset = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
if (FAILED(g_vk.interop->GetVulkanResourceInfo1(resource, &handle, &offset, &format)) || handle == 0)
return false;
D3D12_RESOURCE_DESC desc;
resource->GetDesc(&desc);
if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || desc.SampleDesc.Count != 1)
return false;
copy.resource = resource;
copy.image = reinterpret_cast<VkImage>(handle);
copy.width = static_cast<UINT>(desc.Width);
copy.height = desc.Height;
copy.aspect = (format == VK_FORMAT_D32_SFLOAT || format == VK_FORMAT_D32_SFLOAT_S8_UINT)
? VK_IMAGE_ASPECT_DEPTH_BIT : VK_IMAGE_ASPECT_COLOR_BIT;
if (plane == Plane::Color)
{
copy.convert = vram_color_blit_supported(format, output);
return copy.convert || format == VK_FORMAT_R16G16B16A16_SFLOAT;
}
if (plane == Plane::Exposure)
copy.convert = vram_exposure_blit_supported(format);
else if (plane == Plane::Motion)
copy.convert = vram_motion_blit_supported(format);
else if (plane == Plane::Depth)
copy.convert = vram_depth_blit_supported(format);
return copy.convert || vk_texel_bytes(format) == canonical_texel_bytes(plane);
}
static const VkMemoryBarrier kBeforeTransfer = {VK_STRUCTURE_TYPE_MEMORY_BARRIER, nullptr, VK_ACCESS_MEMORY_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT | VK_ACCESS_TRANSFER_WRITE_BIT};
static const VkMemoryBarrier kAfterTransfer = {VK_STRUCTURE_TYPE_MEMORY_BARRIER, nullptr, VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT};
static VkBufferImageCopy full_region(const VramCopy& copy)
{
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = copy.aspect;
region.imageSubresource.layerCount = 1;
region.imageExtent = {copy.width, copy.height, 1};
return region;
}
// Records the input copies into the slot's buffers. The resources are in
// COPY_SOURCE state already.
static bool record_vram_inputs(Feature& feature, ID3D12GraphicsCommandList* list, InputSlot& slot,
const VramCopy* copies, int count)
{
VkCommandBuffer cmd = VK_NULL_HANDLE;
if (FAILED(g_vk.interop->BeginVkCommandBufferInterop(list, &cmd)))
return false;
g_vk.barrier(cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1, &kBeforeTransfer, 0,
nullptr, 0, nullptr);
for (int index = 0; index < count; ++index)
{
const VramCopy& copy = copies[index];
VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL;
g_vk.interop->GetVulkanImageLayout(copy.resource, D3D12_RESOURCE_STATE_COPY_SOURCE, &layout);
VkBufferImageCopy region = full_region(copy);
static const Plane kPlanes[4] = {Plane::Color, Plane::Depth, Plane::Motion, Plane::Exposure};
if (feature.linearInputs)
region.bufferRowLength = static_cast<uint32_t>(slot.host[index].rowBytes / canonical_texel_bytes(kPlanes[index]));
if (!copy.convert)
{
g_vk.copyImageToBuffer(cmd, copy.image, layout, slot.vram[index].buffer, 1, &region);
continue;
}
// Convert colour to RGBA16F, motion to RG16F or exposure's first component
// to R32F, then copy from the canonical image into the shared buffer.
VkImage conversion = kPlanes[index] == Plane::Exposure ? feature.exposureConversion.image
: kPlanes[index] == Plane::Motion ? feature.motionConversion.image
: kPlanes[index] == Plane::Depth ? feature.depthConversion.image
: feature.colorConversion.image;
VkImageMemoryBarrier toDestination = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
toDestination.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
toDestination.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
toDestination.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
toDestination.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
toDestination.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
toDestination.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
toDestination.image = conversion;
toDestination.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1,
&toDestination);
VkImageBlit blit = {};
blit.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
blit.srcOffsets[1] = {static_cast<int32_t>(copy.width), static_cast<int32_t>(copy.height), 1};
blit.dstSubresource = blit.srcSubresource;
blit.dstOffsets[1] = blit.srcOffsets[1];
g_vk.blit(cmd, copy.image, layout, conversion, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit,
VK_FILTER_NEAREST);
VkImageMemoryBarrier toSource = toDestination;
toSource.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
toSource.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
toSource.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
toSource.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1,
&toSource);
g_vk.copyImageToBuffer(cmd, conversion, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, slot.vram[index].buffer, 1,
&region);
}
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 1, &kAfterTransfer, 0,
nullptr, 0, nullptr);
return SUCCEEDED(g_vk.interop->EndVkCommandBufferInterop(list));
}
// Records the copy of a finished result into the output texture, which is in
// COPY_DEST state already.
static bool record_vram_output(ID3D12GraphicsCommandList* list, const VramBuffer& buffer, const VramCopy& copy,
const VramImage& conversion)
{
VkCommandBuffer cmd = VK_NULL_HANDLE;
if (FAILED(g_vk.interop->BeginVkCommandBufferInterop(list, &cmd)))
return false;
VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL;
g_vk.interop->GetVulkanImageLayout(copy.resource, D3D12_RESOURCE_STATE_COPY_DEST, &layout);
const VkBufferImageCopy region = full_region(copy);
g_vk.barrier(cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1, &kBeforeTransfer, 0,
nullptr, 0, nullptr);
if (!copy.convert)
g_vk.copyBufferToImage(cmd, buffer.buffer, copy.image, layout, 1, &region);
else
{
VkImageMemoryBarrier toDestination = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
toDestination.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
toDestination.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
toDestination.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
toDestination.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
toDestination.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
toDestination.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
toDestination.image = conversion.image;
toDestination.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1,
&toDestination);
g_vk.copyBufferToImage(cmd, buffer.buffer, conversion.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageMemoryBarrier toSource = toDestination;
toSource.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
toSource.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
toSource.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
toSource.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1,
&toSource);
VkImageBlit blit = {};
blit.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
blit.srcOffsets[1] = {static_cast<int32_t>(copy.width), static_cast<int32_t>(copy.height), 1};
blit.dstSubresource = blit.srcSubresource;
blit.dstOffsets[1] = blit.srcOffsets[1];
g_vk.blit(cmd, conversion.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, copy.image, layout, 1, &blit,
VK_FILTER_NEAREST);
}
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 1, &kAfterTransfer, 0,
nullptr, 0, nullptr);
return SUCCEEDED(g_vk.interop->EndVkCommandBufferInterop(list));
}
// --- Split frames -------------------------------------------------------------------
//
// To present frame N's own result, everything the game records after its DLSS
// call must wait for DLSS. With the d4r vkd3d-proton patch, evaluate() splits
// the game's command list right after the input copies and the frame marker;
// vkd3d-proton submits the second half separately, waiting (at queue submission
// level, so no GPU ring is ever blocked) for splitSemaphore to reach N. The
// worker writes N's result into output slot N % kOutputSlots. Completed and
// dropped frames advance the signal only past earlier retired frames. The
// watchdog reports delays without releasing an unfinished producer.
static VkResult signal_split_semaphore(Feature& feature, uint64_t value);
static void release_split_frame(Feature* feature, uint32_t frame)
{
std::lock_guard<std::mutex> lock(feature->splitMutex);
const uint64_t value = feature->splitCompletion.retire(frame);
if (value <= feature->splitSignalled)
return;
const VkResult result = signal_split_semaphore(*feature, value);
if (result == VK_SUCCESS)
feature->splitSignalled = value;
if (result != VK_SUCCESS)
logf("split frame %llu signal failed (VkResult %d)", static_cast<unsigned long long>(value), result);
}
static void split_watchdog()
{
const auto timeout = std::chrono::milliseconds(env_uint("D4R_SHIM_SPLIT_TIMEOUT_MS", 200));
struct Seen
{
uint32_t marker = 0;
std::chrono::steady_clock::time_point at;
};
std::vector<std::pair<Feature*, Seen>> seen;
for (;;)
{
std::this_thread::sleep_for(std::chrono::milliseconds(5));
std::lock_guard<std::mutex> lock(g_featuresMutex);
const auto now = std::chrono::steady_clock::now();
for (Feature* feature : g_features)
{
if (!feature->split || feature->markerValue == nullptr)
continue;
auto it = std::find_if(seen.begin(), seen.end(), [feature](const auto& entry) { return entry.first == feature; });
if (it == seen.end())
it = seen.insert(seen.end(), {feature, Seen{}});
const uint32_t marker = *feature->markerValue;
uint64_t signalled;
{
std::lock_guard<std::mutex> splitLock(feature->splitMutex);
signalled = feature->splitSignalled;
}
if (marker <= signalled)
continue; // nothing on the GPU is waiting on us
if (it->second.marker != marker)
it->second = Seen{marker, now};
else if (now - it->second.at > timeout)
{
// A slow producer is not a completed producer. Releasing this
// wait would race the game's output copy with a late CUDA write.
logf("split frame %u still waiting for DLSS; preserving output synchronization", marker);
it->second.at = now;
}
}
// Forget released features.
seen.erase(std::remove_if(seen.begin(), seen.end(),
[](const auto& entry) {
return std::find(g_features.begin(), g_features.end(), entry.first) ==
g_features.end();
}),
seen.end());
}
}
static bool create_split_semaphore(Feature& feature)
{
VkSemaphoreTypeCreateInfo type = {VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO};
type.semaphoreType = VK_SEMAPHORE_TYPE_TIMELINE;
type.initialValue = 0;
const VkSemaphoreCreateInfo info = {VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO, &type};
if (g_vk.createSemaphore(g_vk.device, &info, nullptr, &feature.splitSemaphore) != VK_SUCCESS)
{
logf("split frames: vkCreateSemaphore failed");
return false;
}
static std::once_flag watchdog;
std::call_once(watchdog, [] { std::thread(split_watchdog).detach(); });
return true;
}
// Game thread: grows a buffer; an outgrown one is kept until the feature is
// released since queued command lists may still reference it.
static bool ensure_vram_buffer(Feature& feature, VramBuffer& buffer, size_t bytes)
{
if (buffer.buffer != VK_NULL_HANDLE && buffer.bytes >= bytes)
return true;
if (buffer.buffer != VK_NULL_HANDLE)
feature.retiredBuffers.push_back(buffer);
buffer = VramBuffer{};
return create_vram_buffer(buffer, bytes);
}
static bool ensure_conversion_image(Feature& feature, VramImage& image, UINT width, UINT height, VkFormat format)
{
if (image.image != VK_NULL_HANDLE && image.width == width && image.height == height && image.format == format)
return true;
if (image.image != VK_NULL_HANDLE)
feature.retiredImages.push_back(image);
image = VramImage{};
return create_vram_image(image, width, height, format);
}
static void release_vram(Feature& feature)
{
if (feature.splitSemaphore != VK_NULL_HANDLE)
g_vk.destroySemaphore(g_vk.device, feature.splitSemaphore, nullptr);
for (InputSlot& slot : feature.inputs)
for (VramBuffer& buffer : slot.vram)
recycle_vram_buffer(buffer);
for (OutputSlot& slot : feature.outputs)
recycle_vram_buffer(slot.vram);
for (AlphaSlot& slot : feature.alpha)
{
recycle_vram_buffer(slot.vram);
destroy_vram_image(slot.conversion);
}
for (VramBuffer& buffer : feature.retiredBuffers)
recycle_vram_buffer(buffer);
feature.retiredBuffers.clear();
destroy_vram_image(feature.colorConversion);
destroy_vram_image(feature.depthConversion);
destroy_vram_image(feature.motionConversion);
destroy_vram_image(feature.exposureConversion);
destroy_vram_image(feature.outputConversion);
for (VramImage& image : feature.retiredImages)
destroy_vram_image(image);
feature.retiredImages.clear();
}
// Prep stage: converts one readback staging buffer into the canonical layout.
static void stage_plane(Plane plane, const Staging& staging, HostPlane& host, FrameTiming* timing, int timingIndex,
size_t rowPitch)
{
const size_t texelBytes = (plane_format(plane) == CUDA_FORMAT_HALF ? 2 : 4) * plane_channels(plane);
const size_t packedRowBytes = texelBytes * staging.width;
host.rowBytes = std::max(rowPitch, packedRowBytes);
reserve_host(host, host.rowBytes * staging.height);
host.width = staging.width;
host.height = staging.height;
uint8_t* rows = host.bytes;
const size_t rowBytes = host.rowBytes;
const uint8_t* source = staging.mapped + staging.layout.Offset;
const size_t sourcePitch = staging.layout.Footprint.RowPitch;
const auto conversionStart = timing != nullptr ? ProfileClock::now() : ProfileClock::time_point{};
if (canonical_input(plane, staging.format))
copy_rows(g_inputRows, rows, rowBytes, source, sourcePitch, packedRowBytes, staging.height);
else
g_inputRows.run(staging.height, rowBytes * staging.height, [&](UINT begin, UINT end) {
for (UINT y = begin; y < end; ++y)
if (plane == Plane::Color && staging.format == DXGI_FORMAT_R11G11B10_FLOAT)
convert_r11g11b10_row(source + y * sourcePitch,
reinterpret_cast<uint16_t*>(rows + rowBytes * y), staging.width);
else
convert_row_in(plane, staging.format, source + y * sourcePitch, rows + rowBytes * y,
staging.width);
});
if (timing != nullptr)
timing->convert[timingIndex] = profile_ms(conversionStart, ProfileClock::now());
}
// Worker stage: uploads one staged plane into its CUDA array.
// D4R_SHIM_MV_STATS=N logs, every N frames, what the game's motion vectors
// look like (staged RG16F plane): how much of the texture is populated, the
// populated bounding box (a render-size sub-rectangle means render-resolution
// vectors in a display-size texture), magnitudes in texture units, and the
// global image shift between the previous and current colour frames measured
// in render pixels, so the vectors' unit can be read off their ratio.
static std::vector<float> downsampled_luma(const HostPlane& color, UINT& width, UINT& height)
{
// RGBA16F colour, 2x2 box-downsampled luma.
width = color.width / 2, height = color.height / 2;
std::vector<float> luma(static_cast<size_t>(width) * height);
const uint8_t* bytes = color.bytes != nullptr ? color.bytes : color.fallback.data();
for (UINT y = 0; y < height; ++y)
for (UINT x = 0; x < width; ++x)
{
float sum = 0.0f;
for (UINT dy = 0; dy < 2; ++dy)
{
const uint16_t* row = reinterpret_cast<const uint16_t*>(bytes + (2 * y + dy) * color.rowBytes);
for (UINT dx = 0; dx < 2; ++dx)
for (UINT c = 0; c < 3; ++c)
sum += static_cast<float>(std::bit_cast<_Float16>(row[(2 * x + dx) * 4 + c]));
}
luma[static_cast<size_t>(y) * width + x] = sum / (sum + 12.0f); // tone-mapped (HDR input)
}
return luma;
}
static void log_motion_stats(const HostPlane& host, const HostPlane& color, uint32_t frame)
{
static const uint32_t every = env_uint("D4R_SHIM_MV_STATS", 0);
static std::vector<float> previousLuma;
static uint32_t previousFrame = 0;
if (every == 0 || host.width == 0 || color.width == 0)
return;
const bool report = frame % every == 0;
if (!report && (frame + 1) % every != 0)
return;
UINT lumaWidth = 0, lumaHeight = 0;
std::vector<float> luma = downsampled_luma(color, lumaWidth, lumaHeight);
if (!report)
{
previousLuma = std::move(luma);
previousFrame = frame;
return;
}
const uint8_t* bytes = host.bytes != nullptr ? host.bytes : host.fallback.data();
size_t nonzero = 0;
double sumMagnitude = 0.0;
float maxMagnitude = 0.0f;
UINT minX = host.width, minY = host.height, maxX = 0, maxY = 0;
std::vector<float> xs, ys;
for (UINT y = 0; y < host.height; ++y)
{
const uint16_t* row = reinterpret_cast<const uint16_t*>(bytes + y * host.rowBytes);
for (UINT x = 0; x < host.width; ++x)
{
const float mx = static_cast<float>(std::bit_cast<_Float16>(row[x * 2]));
const float my = static_cast<float>(std::bit_cast<_Float16>(row[x * 2 + 1]));
if ((x % 8) == 0 && (y % 8) == 0)
{
xs.push_back(mx);
ys.push_back(my);
}
if (mx == 0.0f && my == 0.0f)
continue;
++nonzero;
const float magnitude = std::sqrt(mx * mx + my * my);
sumMagnitude += magnitude;
maxMagnitude = std::max(maxMagnitude, magnitude);
minX = std::min(minX, x), maxX = std::max(maxX, x);
minY = std::min(minY, y), maxY = std::max(maxY, y);
}
}
auto median = [](std::vector<float>& values) {
if (values.empty())
return 0.0f;
std::nth_element(values.begin(), values.begin() + values.size() / 2, values.end());
return values[values.size() / 2];
};
const float medianX = median(xs), medianY = median(ys);
// Global shift d (render pixels, current -> previous, the vectors'
// convention) minimising |cur(p) - prev(p + d)| over the central region.
int bestX = 0, bestY = 0;
double bestCost = -1.0, zeroCost = 0.0;
if (previousFrame + 1 == frame && previousLuma.size() == luma.size())
{
const int range = 80, rangeY = 40; // in downsampled pixels
const int x0 = range, x1 = static_cast<int>(lumaWidth) - range;
const int y0 = rangeY, y1 = static_cast<int>(lumaHeight) - rangeY;
for (int dy = -rangeY; dy <= rangeY; ++dy)
for (int dx = -range; dx <= range; ++dx)
{
double cost = 0.0;
for (int y = y0; y < y1; y += 2)
for (int x = x0; x < x1; x += 2)
cost += std::fabs(luma[static_cast<size_t>(y) * lumaWidth + x] -
previousLuma[static_cast<size_t>(y + dy) * lumaWidth + (x + dx)]);
if (dx == 0 && dy == 0)
zeroCost = cost;
if (bestCost < 0.0 || cost < bestCost)
bestCost = cost, bestX = dx, bestY = dy;
}
}
const double pixels = static_cast<double>(host.width) * host.height;
logf("MV_STATS frame=%u size=%ux%u nonzero=%.4f bbox=%u,%u-%u,%u median=(%.3f,%.3f) mean_abs=%.3f max=%.3f "
"image_shift_render_px=(%d,%d) match=%.3f",
frame, host.width, host.height, nonzero / pixels, nonzero ? minX : 0, nonzero ? minY : 0, maxX, maxY,
medianX, medianY, nonzero ? sumMagnitude / nonzero : 0.0, maxMagnitude, 2 * bestX, 2 * bestY,
zeroCost > 0.0 ? bestCost / zeroCost : 1.0);
}
static bool upload_plane(Plane plane, const HostPlane& host, CudaImage& image, uint32_t frame, FrameTiming* timing,
int timingIndex)
{
if (!ensure_cuda_image(image, host.width, host.height, plane_format(plane), plane_channels(plane), false,
plane == Plane::Color))
return false;
if ((frame <= 3 || env_uint("D4R_SHIM_INPUT_HASH_ALL", 0) != 0) && GetEnvironmentVariableA("D4R_SHIM_INPUT_HASH", nullptr, 0) != 0)
{
uint64_t hash = 1469598103934665603ull;
for (size_t index = 0; index < host.size(); ++index)
hash = (hash ^ host.bytes[index]) * 1099511628211ull;
logf("frame %u upload plane=%u array=%p object=0x%llx bytes=%zu hash=%016llx", frame,
static_cast<unsigned int>(plane), image.array,
static_cast<unsigned long long>(image.object), host.size(),
static_cast<unsigned long long>(hash));
}
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_HOST;
copy.srcHost = host.bytes;
copy.srcPitch = host.rowBytes;
copy.dstMemoryType = CUDA_MEMORY_ARRAY;
copy.dstArray = image.array;
copy.WidthInBytes = host.rowBytes;
copy.Height = host.height;
const auto copyStart = timing != nullptr ? ProfileClock::now() : ProfileClock::time_point{};
const int result = g.cu.memcpy2D(&copy);
if (timing != nullptr)
timing->upload[timingIndex] = profile_ms(copyStart, ProfileClock::now());
if (result != 0)
logf("cuMemcpy2D upload failed: %d", result);
if (result != 0)
return false;
if (GetEnvironmentVariableA("D4R_SHIM_SYNC_UPLOAD", nullptr, 0) != 0)
{
const int syncResult = g.cu.ctxSynchronize();
if (syncResult != 0)
logf("cuCtxSynchronize after upload failed: %d", syncResult);
return syncResult == 0;
}
return true;
}
static void log_output_hash(const HostPlane& host, uint32_t frame)
{
if (GetEnvironmentVariableA("D4R_SHIM_OUTPUT_HASH", nullptr, 0) == 0)
return;
uint64_t hash = 1469598103934665603ull;
for (size_t index = 0; index < host.size(); ++index)
hash = (hash ^ host.bytes[index]) * 1099511628211ull;
logf("frame %u output hash=%016llx", frame, static_cast<unsigned long long>(hash));
}
static std::atomic<uint32_t> g_captureFirst{0}; // first frame of a triggered capture
static bool dump_frame_selected(uint32_t frame, const char* startName, const char* countName, const char* everyName)
{
char trigger[MAX_PATH];
const DWORD triggerLength = GetEnvironmentVariableA("D4R_SHIM_CAPTURE_TRIGGER", trigger, MAX_PATH);
if (triggerLength > 0 && triggerLength < MAX_PATH)
{
uint32_t captured = g_captureFirst.load();
if (captured == 0 && GetFileAttributesA(trigger) != INVALID_FILE_ATTRIBUTES)
{
uint32_t expected = 0;
if (g_captureFirst.compare_exchange_strong(expected, frame))
logf("raw input/output capture triggered on frame %u", frame);
captured = g_captureFirst.load();
}
// D4R_SHIM_CAPTURE_COUNT=N keeps capturing N consecutive frames (replay sequences).
static const uint32_t count = std::max(1u, env_uint("D4R_SHIM_CAPTURE_COUNT", 1));
return captured != 0 && frame >= captured && frame - captured < count;
}
const uint32_t start = env_uint(startName, 1);
const uint32_t count = env_uint(countName, 1);
const uint32_t every = std::max(1u, env_uint(everyName, 1));
return frame >= start && count != 0 && (frame - start) / every < count && (frame - start) % every == 0;
}
static bool output_dump_path(uint32_t frame, char (&path)[MAX_PATH])
{
char directory[MAX_PATH];
const DWORD length = GetEnvironmentVariableA("D4R_SHIM_OUTPUT_DUMP_DIR", directory, MAX_PATH);
if (length == 0 || length >= MAX_PATH)
return false;
if (!dump_frame_selected(frame, "D4R_SHIM_OUTPUT_DUMP_START", "D4R_SHIM_OUTPUT_DUMP_COUNT",
"D4R_SHIM_OUTPUT_DUMP_EVERY"))
return false;
const int written = std::snprintf(path, MAX_PATH, "%s\\frame-%06u.rgba16f", directory, frame);
return written > 0 && written < MAX_PATH;
}
// Capture files. With D4R_SHIM_CAPTURE_MEMORY=1 they are kept in memory and
// written by a background thread once the triggered capture is complete, so a
// sequence can be recorded at the game's normal frame rate.
static std::mutex g_captureMutex;
static std::vector<std::pair<std::string, std::vector<uint8_t>>> g_captureFiles;
// Pinned staging for memory captures (D4R_SHIM_CAPTURE_POOL_MB, default 3072):
// device readbacks land in it directly, so a capture costs a few ms per frame.
struct CapturePool
{
uint8_t* base = nullptr;
size_t size = 0, used = 0;
bool tried = false;
};
static CapturePool g_capturePool;
static std::vector<std::pair<std::string, std::pair<const uint8_t*, size_t>>> g_capturePinned;
// Worker thread (a CUDA context is current). Returns nullptr when memory
// captures are off or the pool is exhausted; the caller then uses ordinary memory.
static uint8_t* capture_pinned(const char* path, size_t bytes)
{
if (env_uint("D4R_SHIM_CAPTURE_MEMORY", 0) == 0 || g.cu.memAllocHost == nullptr)
return nullptr;
std::lock_guard<std::mutex> lock(g_captureMutex);
CapturePool& pool = g_capturePool;
if (!pool.tried)
{
pool.tried = true;
for (size_t mb = env_uint("D4R_SHIM_CAPTURE_POOL_MB", 3072); mb >= 256 && pool.base == nullptr; mb /= 2)
{
void* memory = nullptr;
if (g.cu.memAllocHost(&memory, mb << 20) == 0)
pool.base = static_cast<uint8_t*>(memory), pool.size = mb << 20;
}
logf("capture pool: %zu MB pinned", pool.size >> 20);
}
const size_t aligned = (bytes + 4095) & ~size_t(4095);
if (pool.base == nullptr || pool.used + aligned > pool.size)
return nullptr;
uint8_t* block = pool.base + pool.used;
pool.used += aligned;
g_capturePinned.emplace_back(path, std::make_pair(block, bytes));
return block;
}
static void write_capture_file(uint32_t frame, const char* what, const char* path, const void* data, size_t bytes)
{
static const bool memory = env_uint("D4R_SHIM_CAPTURE_MEMORY", 0) != 0;
if (memory)
{
if (uint8_t* pinned = capture_pinned(path, bytes))
{
std::memcpy(pinned, data, bytes);
return;
}
const auto* first = static_cast<const uint8_t*>(data);
std::lock_guard<std::mutex> lock(g_captureMutex);
g_captureFiles.emplace_back(path, std::vector<uint8_t>(first, first + bytes));
return;
}
FILE* file = std::fopen(path, "wb");
if (file == nullptr || std::fwrite(data, 1, bytes, file) != bytes)
logf("frame %u %s dump failed: %s", frame, what, path);
else
logf("frame %u %s saved: %s", frame, what, path);
if (file != nullptr)
std::fclose(file);
}
// Called after each frame's output dump: once the last triggered frame is in,
// the buffered files go to disk.
static void flush_capture_if_complete(uint32_t frame)
{
char trigger[MAX_PATH];
if (env_uint("D4R_SHIM_CAPTURE_MEMORY", 0) == 0 ||
GetEnvironmentVariableA("D4R_SHIM_CAPTURE_TRIGGER", trigger, MAX_PATH) == 0)
return;
const uint32_t count = std::max(1u, env_uint("D4R_SHIM_CAPTURE_COUNT", 1));
const uint32_t first = g_captureFirst.load();
if (first == 0 || frame != first + count - 1)
return;
std::vector<std::pair<std::string, std::vector<uint8_t>>> files;
std::vector<std::pair<std::string, std::pair<const uint8_t*, size_t>>> pinned;
{
std::lock_guard<std::mutex> lock(g_captureMutex);
files.swap(g_captureFiles);
pinned.swap(g_capturePinned);
}
logf("capture of frames %u-%u complete in memory; writing %zu files", first, frame, files.size() + pinned.size());
// The pinned pool is not reused, so its blocks stay valid for the writer.
std::thread([files = std::move(files), pinned = std::move(pinned), first, frame] {
size_t failed = 0;
auto write = [&failed](const std::string& path, const uint8_t* data, size_t bytes) {
FILE* file = std::fopen(path.c_str(), "wb");
if (file == nullptr || std::fwrite(data, 1, bytes, file) != bytes)
++failed;
if (file != nullptr)
std::fclose(file);
};
for (const auto& [path, block] : pinned)
write(path, block.first, block.second);
for (const auto& [path, bytes] : files)
write(path, bytes.data(), bytes.size());
logf("capture of frames %u-%u written (%zu files, %zu failed)", first, frame, files.size() + pinned.size(),
failed);
}).detach();
}
static void dump_output(const HostPlane& host, uint32_t frame, const char* path)
{
write_capture_file(frame, "raw DLSS output", path, host.bytes, host.size());
flush_capture_if_complete(frame);
}
static bool input_dump_directory(uint32_t frame, char (&directory)[MAX_PATH])
{
const DWORD length = GetEnvironmentVariableA("D4R_SHIM_INPUT_DUMP_DIR", directory, MAX_PATH);
return length != 0 && length < MAX_PATH &&
dump_frame_selected(frame, "D4R_SHIM_INPUT_DUMP_START", "D4R_SHIM_INPUT_DUMP_COUNT",
"D4R_SHIM_INPUT_DUMP_EVERY");
}
static void dump_input_planes(const HostPlane (&planes)[4], uint32_t frame, const FrameParams& p,
const char* directory)
{
constexpr const char* names[4] = {"color.rgba16f", "depth.r32f", "motion.rg16f", "exposure.r32f"};
for (int index = 0; index < (planes[3].width != 0 ? 4 : 3); ++index)
{
const HostPlane& host = planes[index];
const uint8_t* bytes = host.bytes != nullptr ? host.bytes : host.fallback.data();
if (bytes == nullptr || host.width == 0 || host.height == 0)
continue;
char path[MAX_PATH];
const int written = std::snprintf(path, MAX_PATH, "%s\\frame-%06u-%s", directory, frame, names[index]);
if (written > 0 && written < MAX_PATH)
write_capture_file(frame, names[index], path, bytes, host.size());
}
// The evaluation parameters, so the harness can replay the sequence. The exposure plane's
// own geometry and the feature's creation state are recorded here too: a capture that kept a
// plane without its size, or a sequence without the model it ran under, would leave the
// replay guessing at both.
char path[MAX_PATH];
const int written = std::snprintf(path, MAX_PATH, "%s\\frame-%06u-params.txt", directory, frame);
if (written <= 0 || written >= MAX_PATH)
return;
char text[1536];
const int length = std::snprintf(
text, sizeof(text),
"jitter %.9g %.9g\nmv_scale %.9g %.9g\nsharpness %.9g\npre_exposure %.9g\n"
"exposure_scale %.9g\nframe_time %.9g\nreset %d\ninvert %d %d\nrender %u %u\n"
"color_base %u %u\ndepth_base %u %u\nmv_base %u %u\noutput_base %u %u\nhas_exposure %d\n"
"exposure_size %u %u\ncreate %u %u %u %u %d %d %d %u\n",
p.jitterX, p.jitterY, p.mvScaleX, p.mvScaleY, p.sharpness, p.preExposure, p.exposureScale, p.frameTime,
p.reset, p.invertX, p.invertY, p.renderWidth, p.renderHeight, p.colorBaseX, p.colorBaseY, p.depthBaseX,
p.depthBaseY, p.mvBaseX, p.mvBaseY, p.outputBaseX, p.outputBaseY, p.hasExposure ? 1 : 0, p.exposureWidth,
p.exposureHeight, p.createWidth, p.createHeight, p.createOutWidth, p.createOutHeight, p.createQuality,
p.createFlags, p.createSubrects, p.createPreset);
if (length > 0)
write_capture_file(frame, "params", path, text, static_cast<size_t>(length));
}
// VRAM interop without D4R_SHIM_VRAM_VERIFY: reads the selected frame's input
// planes straight from the imported buffers DLSS is about to consume.
static void dump_vram_inputs(const InputSlot& slot, uint32_t frame, const FrameParams& p, int count)
{
char directory[MAX_PATH];
if (!input_dump_directory(frame, directory))
return;
HostPlane planes[4];
constexpr const char* names[4] = {"color.rgba16f", "depth.r32f", "motion.rg16f", "exposure.r32f"};
bool allPinned = true;
for (int index = 0; index < count; ++index)
{
const HostPlane& geometry = slot.host[index];
HostPlane& plane = planes[index];
plane.width = geometry.width, plane.height = geometry.height, plane.rowBytes = geometry.rowBytes;
char path[MAX_PATH];
std::snprintf(path, MAX_PATH, "%s\\frame-%06u-%s", directory, frame, names[index]);
plane.bytes = capture_pinned(path, geometry.size());
if (plane.bytes == nullptr)
{
allPinned = false;
plane.fallback.resize(geometry.size());
}
CudaMemcpy2D readback = {};
readback.srcMemoryType = CUDA_MEMORY_DEVICE;
readback.srcDevice = slot.vram[index].device;
readback.srcPitch = geometry.rowBytes;
readback.dstMemoryType = CUDA_MEMORY_HOST;
readback.dstHost = plane.bytes != nullptr ? plane.bytes : plane.fallback.data();
readback.dstPitch = geometry.rowBytes;
readback.WidthInBytes = geometry.rowBytes;
readback.Height = geometry.height;
if (g.cu.memcpy2D(&readback) != 0)
{
logf("frame %u: VRAM input readback for the dump failed", frame);
return;
}
}
// Pinned planes are already registered for writing; only the rest (and the
// parameters) go through dump_input_planes.
for (HostPlane& plane : planes)
if (plane.bytes != nullptr)
plane.width = 0;
(void)allPinned;
dump_input_planes(planes, frame, p, directory);
}
// Worker stage: downloads the DLSS output into host memory.
static bool download_output(Feature& feature, HostPlane& host, uint32_t frame, FrameTiming* timing)
{
reserve_host(host, static_cast<size_t>(feature.output.width) * 8 * feature.output.height);
host.width = feature.output.width;
host.height = feature.output.height;
host.rowBytes = static_cast<size_t>(feature.output.width) * 8;
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_ARRAY;
copy.srcArray = feature.output.array;
copy.dstMemoryType = CUDA_MEMORY_HOST;
copy.dstHost = host.bytes;
copy.dstPitch = host.rowBytes;
copy.WidthInBytes = host.rowBytes;
copy.Height = host.height;
const auto copyStart = timing != nullptr ? ProfileClock::now() : ProfileClock::time_point{};
const int result = g.cu.memcpy2D(&copy);
if (timing != nullptr)
timing->download = profile_ms(copyStart, ProfileClock::now());
if (result != 0)
{
logf("cuMemcpy2D download failed: %d", result);
return false;
}
log_output_hash(host, frame);
char dumpPath[MAX_PATH];
if (output_dump_path(frame, dumpPath))
dump_output(host, frame, dumpPath);
return true;
}
// Finish stage: converts a downloaded result into an upload staging buffer.
static void write_output(Staging& staging, const HostPlane& host, FrameTiming* timing)
{
const auto conversionStart = timing != nullptr ? ProfileClock::now() : ProfileClock::time_point{};
uint8_t* destination = staging.mapped + staging.layout.Offset;
const size_t destinationPitch = staging.layout.Footprint.RowPitch;
const UINT width = staging.width < host.width ? staging.width : host.width;
const UINT height = staging.height < host.height ? staging.height : host.height;
const uint8_t* rows = host.bytes;
if (staging.format == DXGI_FORMAT_R16G16B16A16_FLOAT || staging.format == DXGI_FORMAT_R16G16B16A16_TYPELESS)
copy_rows(g_outputRows, destination, destinationPitch, rows, host.rowBytes, static_cast<size_t>(width) * 8,
height);
else
g_outputRows.run(height, host.rowBytes * height, [&](UINT begin, UINT end) {
for (UINT y = begin; y < end; ++y)
convert_row_out(staging.format, reinterpret_cast<const uint16_t*>(rows + host.rowBytes * y),
destination + y * destinationPitch, width);
});
if (timing != nullptr)
timing->outputConvert = profile_ms(conversionStart, ProfileClock::now());
}
static ID3D12Resource* get_resource(void* parameters, const char* name)
{
ID3D12Resource* resource = nullptr;
if (d4r_ngx_get_d3d12_resource(parameters, name, &resource) == NGX_SUCCESS && resource != nullptr)
return resource;
void* raw = nullptr;
if (d4r_ngx_get_void(parameters, name, &raw) == NGX_SUCCESS)
return static_cast<ID3D12Resource*>(raw);
return nullptr;
}
// --- DLSSD.OutputAlpha: the denoiser's own output ---------------------------------
//
// nvsdk_ngx_defs_dlssd.h:98 makes this an OUTPUT the denoiser writes, not another G-buffer
// input, and it carries its own Subrect base (101/102), so it has to come back to the caller
// rather than be read from it.
//
// The surface is float32, single channel: the vendor's transformer output kernel stores this
// value as a nullable scalar float32 pixel (sust.p.2d.b32.zero against param+248), so the
// surface object is created over a 1-channel float array and converted once on the way out.
//
// Everything else is borrowed from the colour output's proven lifecycle - a ring of slots, a
// claim so a staged result is not overwritten while a recorded command list still reads it,
// and the result presented a frame later - rather than being a second, asymmetric mechanism.
// The single-channel formats a caller may register, and how to write each back.
static bool alpha_output_layout(DXGI_FORMAT format, uint32_t& writeback)
{
switch (format)
{
case DXGI_FORMAT_R8_UNORM: writeback = 1; return true;
case DXGI_FORMAT_R8_UINT: writeback = 2; return true;
case DXGI_FORMAT_R16_FLOAT: writeback = 3; return true;
case DXGI_FORMAT_R16_UNORM: writeback = 4; return true;
case DXGI_FORMAT_R16_UINT: writeback = 5; return true;
case DXGI_FORMAT_R32_FLOAT: writeback = 6; return true;
default: return false;
}
}
static size_t alpha_texel_bytes(uint32_t writeback)
{
return writeback <= 2 ? 1 : (writeback <= 5 ? 2 : 4);
}
static void write_alpha_texel(uint32_t writeback, uint8_t* destination, float value)
{
switch (writeback)
{
case 1:
{
const uint32_t v = to_unorm(value, 8);
std::memcpy(destination, &v, 1);
return;
}
case 2:
{
const uint8_t v = value <= 0.0f ? 0u : (value >= 255.0f ? 255u : static_cast<uint8_t>(value));
std::memcpy(destination, &v, sizeof(v));
return;
}
case 3:
{
const uint16_t v = float_to_half(value);
std::memcpy(destination, &v, sizeof(v));
return;
}
case 4:
{
const uint16_t v = static_cast<uint16_t>(to_unorm(value, 16));
std::memcpy(destination, &v, sizeof(v));
return;
}
case 5:
{
const uint32_t v = value <= 0.0f ? 0u : (value >= 65535.0f ? 65535u : static_cast<uint32_t>(value));
const uint16_t narrow = static_cast<uint16_t>(v);
std::memcpy(destination, &narrow, sizeof(narrow));
return;
}
default:
{
std::memcpy(destination, &value, sizeof(value));
return;
}
}
}
// --- GPU-resident alpha -----------------------------------------------------------
//
// Separate alpha no longer forces RGB through host memory. R32F is copied
// verbatim through an imported result buffer; half/UNORM destinations use a
// Vulkan blit. Integer destinations retain the existing host conversion.
// Blit rounding is hardware-dependent: gfx1201 rounds half toward zero, and
// half/UNORM output can differ from the CPU quantizer by one destination step.
// The destination image's Vulkan format, and whether reaching it from the float32 result needs a
// conversion at all (an R32F destination is copied verbatim).
static bool alpha_vram_format(DXGI_FORMAT format, VkFormat& vulkan, bool& convert)
{
switch (format)
{
case DXGI_FORMAT_R32_FLOAT:
vulkan = VK_FORMAT_R32_SFLOAT;
convert = false;
return true;
case DXGI_FORMAT_R16_FLOAT:
vulkan = VK_FORMAT_R16_SFLOAT;
convert = true;
return true;
case DXGI_FORMAT_R16_UNORM:
vulkan = VK_FORMAT_R16_UNORM;
convert = true;
return true;
case DXGI_FORMAT_R8_UNORM:
vulkan = VK_FORMAT_R8_UNORM;
convert = true;
return true;
// R8_UINT and R16_UINT deliberately do not qualify. Vulkan will not blit a float image into an
// integer one, and the host conversion of those is not a value conversion at all: it truncates
// the float toward zero (write_alpha_texel, cases 2 and 5), so an alpha of 3.9 must land on 3,
// not on the 0 a normalized blit would give. Only the host route can express that.
default:
return false;
}
}
// The R32F image a converted destination is blitted from is an ordinary conversion image, shared
// with the rest of the file only in kind: one per alpha result slot, since a recorded copy reads
// it a frame or more later.
// Game thread. Decides whether this frame's alpha result stays on the GPU: the colour output's
// VRAM interop has to be on, the caller's texture has to support the conversion,
// and every result slot needs a buffer (and, for a converted format, an R32F image)
// big enough for the evaluated region. Anything short of that uses the host route,
// which needs none of it, so a caller with an exotic alpha format still gets its alpha.
static void prepare_alpha_vram(Feature& feature, InputSlot& slot, bool vram)
{
slot.alphaImageHandle = VK_NULL_HANDLE;
slot.alphaConvert = false;
slot.alphaGpu = false;
if (!slot.alphaRequested || !vram || g_vk.interop == nullptr)
return;
VkFormat format = VK_FORMAT_UNDEFINED;
bool convert = false;
if (!alpha_vram_format(slot.alphaFormat, format, convert) ||
!vram_blit_supported(VK_FORMAT_R32_SFLOAT, format))
return;
UINT64 handle = 0, offset = 0;
VkFormat actual = VK_FORMAT_UNDEFINED;
if (FAILED(g_vk.interop->GetVulkanResourceInfo1(slot.alphaResource, &handle, &offset, &actual)) ||
handle == 0 || actual != format)
return;
// Only the evaluated region travels, not the whole extent the denoiser stores into: the result
// is read back as the caller's rectangle and blitted into the caller's rectangle.
const size_t bytes = sizeof(float) * static_cast<size_t>(slot.alphaExtentW) * slot.alphaExtentH;
for (AlphaSlot& alpha : feature.alpha)
{
if (!ensure_vram_buffer(feature, alpha.vram, bytes))
{
logf("DLSSD.OutputAlpha: no VRAM result buffer of %zu bytes; this frame's alpha is read back "
"through host memory",
bytes);
return;
}
if (convert &&
!ensure_conversion_image(feature, alpha.conversion, slot.alphaExtentW, slot.alphaExtentH,
VK_FORMAT_R32_SFLOAT))
{
logf("DLSSD.OutputAlpha: no R32F conversion image of %ux%u; this frame's alpha is read back "
"through host memory",
slot.alphaExtentW, slot.alphaExtentH);
return;
}
}
slot.alphaImageHandle = reinterpret_cast<VkImage>(handle);
slot.alphaConvert = convert;
slot.alphaGpu = true;
}
// One frame's evaluated alpha rectangle: where the caller's subrect starts and how much of it
// the denoiser filled. Taken from a published result when a later frame presents it, and from the
// current frame's own capture when a split frame presents the result the worker is about to make.
struct AlphaRegion
{
UINT baseX = 0, baseY = 0;
UINT width = 0, height = 0;
};
// Records the copy of a GPU-resident alpha result into the caller's texture, which is in COPY_DEST
// state already. The result buffer holds the evaluated region as float32, so an R32F destination is
// copied verbatim at the caller's subrect origin and a converted one is blitted there.
static bool record_alpha_vram(ID3D12GraphicsCommandList* list, ID3D12Resource* resource, VkImage image,
const VramBuffer& buffer, const VramImage& conversion, const AlphaRegion& region,
bool convert)
{
VkCommandBuffer cmd = VK_NULL_HANDLE;
if (FAILED(g_vk.interop->BeginVkCommandBufferInterop(list, &cmd)))
return false;
VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL;
g_vk.interop->GetVulkanImageLayout(resource, D3D12_RESOURCE_STATE_COPY_DEST, &layout);
VkBufferImageCopy regionCopy = {};
regionCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
regionCopy.imageSubresource.layerCount = 1;
regionCopy.imageOffset = {static_cast<int32_t>(region.baseX), static_cast<int32_t>(region.baseY), 0};
regionCopy.imageExtent = {region.width, region.height, 1};
g_vk.barrier(cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1, &kBeforeTransfer, 0,
nullptr, 0, nullptr);
if (!convert)
g_vk.copyBufferToImage(cmd, buffer.buffer, image, layout, 1, &regionCopy);
else
{
VkImageMemoryBarrier toDestination = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
toDestination.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
toDestination.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
toDestination.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
toDestination.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
toDestination.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
toDestination.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
toDestination.image = conversion.image;
toDestination.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1,
&toDestination);
regionCopy.imageOffset = {0, 0, 0};
g_vk.copyBufferToImage(cmd, buffer.buffer, conversion.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
&regionCopy);
VkImageMemoryBarrier toSource = toDestination;
toSource.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
toSource.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
toSource.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
toSource.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1,
&toSource);
// Source offsets are the region's own origin, destination offsets the caller's subrect, so
// every texel of the caller's texture outside the rectangle is left as it was.
VkImageBlit blit = {};
blit.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
blit.dstSubresource = blit.srcSubresource;
blit.srcOffsets[0] = {0, 0, 0};
blit.srcOffsets[1] = {static_cast<int32_t>(region.width), static_cast<int32_t>(region.height), 1};
blit.dstOffsets[0] = {static_cast<int32_t>(region.baseX), static_cast<int32_t>(region.baseY), 0};
blit.dstOffsets[1] = {static_cast<int32_t>(region.baseX + region.width),
static_cast<int32_t>(region.baseY + region.height), 1};
g_vk.blit(cmd, conversion.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, image, layout, 1, &blit,
VK_FILTER_NEAREST);
}
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 1, &kAfterTransfer, 0,
nullptr, 0, nullptr);
return SUCCEEDED(g_vk.interop->EndVkCommandBufferInterop(list));
}
// Game thread. Records which DLSSD.OutputAlpha texture this frame wants written, and holds a
// reference on it until the frame retires. Refuses loudly a texture this file cannot fill:
// accepting the frame and leaving the caller's surface untouched is exactly the silent wrong
// answer this whole route exists to avoid. Sets nothing on the CUDA parameter object - that is
// the worker's, and this runs on the game thread.
static bool capture_alpha_output(Feature& feature, void* parameters, int slotIndex, uint32_t frame)
{
InputSlot& slot = feature.inputs[slotIndex];
ID3D12Resource* const resource = get_resource(parameters, "DLSSD.OutputAlpha");
if (resource == nullptr)
{
slot.alphaRequested = false;
return true;
}
D3D12_RESOURCE_DESC desc;
resource->GetDesc(&desc);
uint32_t writeback = 0;
if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || desc.DepthOrArraySize != 1 ||
desc.Width == 0 || desc.Height == 0 || desc.Width > 0xFFFFFFFFull || desc.SampleDesc.Count != 1 ||
!alpha_output_layout(desc.Format, writeback))
{
logf("Ray Reconstruction: DLSSD.OutputAlpha is %s %llux%u array=%u samples=%u fmt=0x%x, which this "
"file cannot write back; this frame's evaluation is refused rather than accepted with the "
"texture left untouched",
desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D ? "a texture" : "not a texture", desc.Width,
desc.Height, desc.DepthOrArraySize, desc.SampleDesc.Count, desc.Format);
return false;
}
// The caller's Subrect. The surface is allocated at the texture's FULL extent and the base
// is forwarded, so the denoiser stores where the caller expects; only the evaluated region
// is copied back, leaving the caller's pixels outside it untouched.
const UINT baseX = get_uint_or(parameters, "DLSSD.OutputAlpha.Subrect.Base.X", 0);
const UINT baseY = get_uint_or(parameters, "DLSSD.OutputAlpha.Subrect.Base.Y", 0);
// Guard the subtractions themselves: a base outside the texture underflows below.
if (baseX > desc.Width || baseY > desc.Height)
{
logf("Ray Reconstruction: DLSSD.OutputAlpha subrect origin (%u,%u) is outside its %llux%u texture; "
"this frame's evaluation is refused",
baseX, baseY, desc.Width, desc.Height);
return false;
}
// The evaluated region is the output size placed at that origin, and it must fit; it is not
// clamped silently into whatever happens to fit.
const UINT remainingW = static_cast<UINT>(desc.Width) - baseX;
const UINT remainingH = desc.Height - baseY;
UINT extentW = get_uint_or(parameters, "OutWidth", feature.outWidth);
UINT extentH = get_uint_or(parameters, "OutHeight", feature.outHeight);
if (extentW == 0 || extentW > remainingW || extentH == 0 || extentH > remainingH)
{
logf("Ray Reconstruction: DLSSD.OutputAlpha needs a %ux%u region at (%u,%u) inside a %llux%u texture, "
"which does not fit; this frame's evaluation is refused",
extentW, extentH, baseX, baseY, desc.Width, desc.Height);
return false;
}
if (slot.alphaResource != nullptr && slot.alphaResource != resource)
{
slot.alphaResource->Release();
slot.alphaResource = nullptr; // so the new resource is always AddRef'd below
}
if (slot.alphaResource == nullptr)
resource->AddRef();
slot.alphaResource = resource;
slot.alphaFormat = desc.Format;
slot.alphaWidth = static_cast<UINT>(desc.Width); // full extent: where the vendor stores
slot.alphaHeight = desc.Height;
slot.alphaBaseX = baseX;
slot.alphaBaseY = baseY;
slot.alphaExtentW = extentW; // what is actually copied back
slot.alphaExtentH = extentH;
slot.alphaWriteback = writeback;
slot.alphaRequested = true;
if (frame <= 2)
logf("Ray Reconstruction: DLSSD.OutputAlpha %ux%u fmt=0x%x, subrect (%u,%u) region %ux%u", desc.Width,
desc.Height, desc.Format, baseX, baseY, extentW, extentH);
return true;
}
// Worker. Gives the denoiser a float32 single-channel CUDA surface object for this frame's
// alpha and forwards the subrect origin, so its stores land where the caller expects. Clearing
// the parameter when no texture was registered keeps the denoiser from writing into a surface
// belonging to a frame that no longer wants one; the image itself is kept, since dropping it
// would mean a fresh GPU allocation on the next frame that does ask.
static bool publish_alpha_output(Feature& feature, const InputSlot& slot)
{
if (!slot.alphaRequested)
{
d4r_ngx_set_void(feature.cudaParams, "DLSSD.OutputAlpha", nullptr);
return true;
}
if (!ensure_cuda_image(feature.alphaImage, slot.alphaWidth, slot.alphaHeight, CUDA_FORMAT_FLOAT, 1, true, false))
return false;
d4r_ngx_set_void(feature.cudaParams, "DLSSD.OutputAlpha", &feature.alphaImage.object);
d4r_ngx_set_uint(feature.cudaParams, "DLSSD.OutputAlpha.Subrect.Base.X", slot.alphaBaseX);
d4r_ngx_set_uint(feature.cudaParams, "DLSSD.OutputAlpha.Subrect.Base.Y", slot.alphaBaseY);
return true;
}
// Worker. The colour output's exact claim: the GPU marker is the only thing that proves a
// recorded copy has run, so a slot is reusable only once the GPU is past the frame that last
// read it, and the newest result is never taken from under a reader.
static int claim_alpha_slot(Feature& feature)
{
const auto start = std::chrono::steady_clock::now();
for (;;)
{
{
std::lock_guard<std::mutex> lock(feature.outputMutex);
const uint32_t gpuFrame = *feature.markerValue;
for (int index = 0; index < kOutputSlots; ++index)
{
if (index == feature.latestAlpha.load())
continue;
if (static_cast<int32_t>(gpuFrame - feature.alpha[index].lastReadFrame.load()) > 0)
{
feature.alpha[index].lastReadFrame = 0x7fffffffu + gpuFrame;
return index;
}
}
}
if (std::chrono::steady_clock::now() - start > std::chrono::milliseconds(50))
return -1;
d4r_sleep_us(200);
}
}
// Defined with the worker's other synchronization helpers, below; the alpha read-back needs it.
static int synchronize_default_stream(Feature& feature, bool* querySleep = nullptr, double* waitEmaUs = nullptr);
// D4R_SHIM_EVAL_SYNC: whether the worker waits for NGX's kernels before it reads a result back.
// With VRAM interop the wait is deferred to publish_vram, which releases the colour result only
// after it - so anything that reads the arrays earlier, such as the alpha copy below, has to
// bring the wait forward for itself.
static bool eval_sync_enabled()
{
static const bool sync = env_uint("D4R_SHIM_EVAL_SYNC", 1) != 0;
return sync;
}
// Worker. Reads the surface the denoiser just wrote and puts the evaluated region in the claimed
// slot: straight into that slot's imported buffer when the game thread qualified the GPU route,
// otherwise into an upload buffer as converted texels. A failure fails the frame: an accepted
// frame with a missing alpha would leave the caller believing it was written.
static bool download_alpha_output(Feature& feature, uint32_t frame, const FrameParams& params)
{
const InputSlot& slot = feature.inputs[frame % kSlots];
if (!slot.alphaRequested)
return true;
if (feature.alphaImage.array == nullptr)
return false;
// A split frame presents its own result in the second half of its own command list, so it takes
// the slot that frame's colour takes rather than claiming one: a claim would be free to pick a
// slot whose reader - frame N's own second half - the GPU marker has passed but whose copy has
// not run yet, and overwrite it underneath that copy. Frames in flight are capped below
// kOutputSlots, so frame N's slot is not reachable again until its second half has run.
const int index = params.split ? static_cast<int>(frame % kOutputSlots) : claim_alpha_slot(feature);
if (index < 0)
{
logf("frame %u: no free DLSSD.OutputAlpha result slot; the evaluation is dropped", frame);
return false;
}
AlphaSlot& target = feature.alpha[index];
const size_t regionBytes = sizeof(float) * static_cast<size_t>(slot.alphaExtentW) * slot.alphaExtentH;
// Only the evaluated region moves, from either route: the denoiser stores into the whole
// extent its surface was created over, and the rest of the caller's texture is not its to
// touch.
// `params.vram` is the worker's copy of this frame's decision, because the colour output's
// interop can be cut back to host staging between the capture and the evaluation.
// With VRAM interop run_evaluation skipped its own wait (publish_vram takes it before releasing
// the colour result), but the alpha is read out of that array here, on either route: the GPU
// one copies it, the host one converts the bytes the moment they land. Bring the wait forward
// or the denoiser's alpha would be read while it is still being written.
if (params.vram && !eval_sync_enabled())
{
const int synced = synchronize_default_stream(feature, nullptr);
if (synced != 0)
{
logf("frame %u: DLSSD.OutputAlpha copy synchronize failed: %d; the evaluation is dropped", frame,
synced);
return false;
}
}
if (slot.alphaGpu && params.vram && target.vram.device != 0 && target.vram.bytes >= regionBytes)
{
CudaMemcpy2D copy = {};
// The source origin is a byte offset: the surface is float32 single channel, so the
// caller's subrect origin in pixels is that many bytes into each row. The result buffer
// holds the region alone, which is why the destination offsets stay at zero.
copy.srcXInBytes = slot.alphaBaseX * sizeof(float);
copy.srcY = slot.alphaBaseY;
copy.srcMemoryType = CUDA_MEMORY_ARRAY;
copy.srcArray = feature.alphaImage.array;
copy.srcPitch = sizeof(float) * slot.alphaWidth;
copy.dstMemoryType = CUDA_MEMORY_DEVICE;
copy.dstDevice = target.vram.device;
copy.dstPitch = sizeof(float) * slot.alphaExtentW;
copy.WidthInBytes = copy.dstPitch;
copy.Height = slot.alphaExtentH;
// Queued on the null stream, where the colour result's copy is queued too, and picked up by
// the Vulkan transfer that blits this buffer into the caller's texture.
if (copy_2d(copy) != 0)
{
logf("frame %u: copying the DLSSD.OutputAlpha result into VRAM failed; the evaluation is dropped",
frame);
return false;
}
if (env_uint("D4R_SHIM_ALPHA_VERIFY", 0) != 0)
{
// The region as the denoiser left it in its array, against the buffer the Vulkan blit
// reads it from: the two must be the same float32 the host route would have converted.
std::vector<uint8_t> fromArray(regionBytes), fromBuffer(regionBytes);
CudaMemcpy2D readArray = copy;
readArray.dstMemoryType = CUDA_MEMORY_HOST;
readArray.dstHost = fromArray.data();
CudaMemcpy2D readBuffer = {};
readBuffer.srcMemoryType = CUDA_MEMORY_DEVICE;
readBuffer.srcDevice = target.vram.device;
readBuffer.srcPitch = copy.dstPitch;
readBuffer.dstMemoryType = CUDA_MEMORY_HOST;
readBuffer.dstHost = fromBuffer.data();
readBuffer.dstPitch = copy.dstPitch;
readBuffer.WidthInBytes = copy.WidthInBytes;
readBuffer.Height = copy.Height;
if (g.cu.memcpy2D(&readArray) == 0 && g.cu.memcpy2D(&readBuffer) == 0)
{
size_t differing = 0;
for (size_t byte = 0; byte < fromArray.size(); ++byte)
differing += fromArray[byte] != fromBuffer[byte];
if (differing != 0 || frame <= 3 || frame % 120 == 0)
logf("frame %u VRAM alpha verify: %zu of %zu bytes differ between the result array and "
"the buffer",
frame, differing, fromArray.size());
if (differing != 0)
return false;
char dumpPath[MAX_PATH], alphaPath[MAX_PATH];
if (output_dump_path(frame, dumpPath))
{
const int written = std::snprintf(alphaPath, sizeof(alphaPath), "%s.alpha.f32", dumpPath);
if (written > 0 && written < static_cast<int>(sizeof(alphaPath)))
write_capture_file(frame, "raw DLSS alpha region", alphaPath, fromArray.data(),
fromArray.size());
}
}
else
{
logf("frame %u: reading DLSSD.OutputAlpha verification data failed", frame);
return false;
}
}
target.gpu = true;
}
else
{
target.gpu = false;
if (!ensure_staging(target.staging, slot.alphaResource, D3D12_HEAP_TYPE_UPLOAD))
{
logf("frame %u: no upload buffer for the DLSSD.OutputAlpha result; the evaluation is dropped", frame);
return false;
}
reserve_host(feature.alphaHost, sizeof(float) * slot.alphaWidth * slot.alphaHeight);
if (feature.alphaHost.bytes == nullptr ||
feature.alphaHost.capacity < sizeof(float) * slot.alphaWidth * slot.alphaHeight)
{
logf("frame %u: no room to read the DLSSD.OutputAlpha surface back; the evaluation is dropped", frame);
return false;
}
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_ARRAY;
copy.srcArray = feature.alphaImage.array;
copy.dstMemoryType = CUDA_MEMORY_HOST;
copy.dstHost = feature.alphaHost.bytes;
copy.dstPitch = sizeof(float) * slot.alphaWidth;
copy.WidthInBytes = sizeof(float) * slot.alphaWidth;
copy.Height = slot.alphaHeight;
// Conversion reads the host bytes immediately, so this transfer must complete on return.
if (g.cu.memcpy2D(&copy) != 0)
{
logf("frame %u: reading the DLSSD.OutputAlpha surface back failed; the evaluation is dropped", frame);
return false;
}
// Only the evaluated rectangle is written, at its position in the buffer. The footprint
// offset from GetCopyableFootprints is left alone - it must stay 512-byte aligned - and the
// region is instead selected by the source box of the copy below.
const float* const source = reinterpret_cast<const float*>(feature.alphaHost.bytes);
uint8_t* const destination = target.staging.mapped + target.staging.layout.Offset;
const size_t rowPitch = target.staging.layout.Footprint.RowPitch;
const size_t texel = alpha_texel_bytes(slot.alphaWriteback);
for (UINT row = 0; row < slot.alphaExtentH; ++row)
for (UINT x = 0; x < slot.alphaExtentW; ++x)
write_alpha_texel(
slot.alphaWriteback,
destination + static_cast<size_t>(slot.alphaBaseY + row) * rowPitch +
static_cast<size_t>(slot.alphaBaseX) * texel + x * texel,
source[static_cast<size_t>(slot.alphaBaseY + row) * slot.alphaWidth + slot.alphaBaseX + x]);
}
{
// Published under the same lock the claim uses, exactly as the colour output publishes.
std::lock_guard<std::mutex> lock(feature.outputMutex);
target.format = slot.alphaFormat;
target.baseX = slot.alphaBaseX;
target.baseY = slot.alphaBaseY;
target.width = slot.alphaExtentW;
target.height = slot.alphaExtentH;
target.writeback = slot.alphaWriteback;
target.lastReadFrame = 0;
target.producedFrame = frame;
feature.latestAlpha = index;
}
return true;
}
// Game thread. Presents the alpha result that goes with the colour result about to be presented.
// The slot's lastReadFrame is stamped before the copy is recorded and producedFrame is NOT
// cleared: the colour output's claim relies on both, and clearing here would let the worker
// overwrite a result whose command list has not run yet.
static bool record_alpha_copyback(Feature& feature, ID3D12GraphicsCommandList* list, InputSlot& slot,
D3D12_RESOURCE_STATES outputState, uint32_t colorFrame, bool split)
{
if (!slot.alphaRequested || slot.alphaResource == nullptr)
return true;
AlphaRegion region = {slot.alphaBaseX, slot.alphaBaseY, slot.alphaExtentW, slot.alphaExtentH};
int index = -1;
if (split)
{
// A split frame presents its own colour result in the second half of its own command list,
// so it presents its own alpha result: the very slot the worker is about to fill for this
// frame, which does not exist yet. The copy is recorded now and runs after the split
// semaphore, by which time the worker has written it - the same ordering the colour copy
// above relies on, and the reason the region comes from this frame's capture rather than
// from a published result.
index = static_cast<int>(feature.frame % kOutputSlots);
AlphaSlot& chosen = feature.alpha[index];
if (slot.alphaGpu)
{
if (chosen.vram.buffer == VK_NULL_HANDLE)
return false;
}
else if (!ensure_staging(chosen.staging, slot.alphaResource, D3D12_HEAP_TYPE_UPLOAD))
{
logf("frame %u: no upload buffer for the DLSSD.OutputAlpha result", feature.frame);
return false;
}
{
std::lock_guard<std::mutex> lock(feature.outputMutex);
chosen.lastReadFrame = feature.frame;
}
}
else
{
if (colorFrame == 0)
return true; // no colour result to pair with this frame
{
std::lock_guard<std::mutex> lock(feature.outputMutex);
// The frame whose colour is about to be presented is `colorFrame`; only an alpha result
// produced by that very same frame may go with it. Picking "the newest alpha" instead
// would pair alpha N with colour N-1, since the alpha read-back completes before the
// colour's, and the caller would composite two different frames. No match, no copy: the
// colour is presented on its own and the alpha waits for its own frame to come round.
for (int candidate = 0; candidate < kOutputSlots; ++candidate)
if (feature.alpha[candidate].producedFrame.load() == colorFrame)
{
index = candidate;
break;
}
if (index < 0)
return true; // the matching frame has not been read back yet; colour goes alone
AlphaSlot& chosen = feature.alpha[index];
if ((chosen.gpu && chosen.vram.buffer == VK_NULL_HANDLE) ||
(!chosen.gpu && chosen.staging.buffer == nullptr) || chosen.producedFrame.load() == 0)
return true;
// A result the worker left on the GPU can only be presented by a frame that qualified
// the GPU route itself: that frame's capture is what recorded the caller's image and
// whether its format needs the conversion blit. Anything else discards the result,
// exactly as a result whose rectangle no longer matches is discarded below.
if (chosen.gpu && !slot.alphaGpu)
{
chosen.producedFrame = 0;
return true;
}
if (chosen.width != slot.alphaExtentW || chosen.height != slot.alphaExtentH ||
chosen.format != slot.alphaFormat || chosen.baseX != slot.alphaBaseX ||
chosen.baseY != slot.alphaBaseY)
{
// The caller's rectangle changed under a result already in flight; presenting it
// would write where the caller no longer expects. Leave it for the next result.
chosen.producedFrame = 0;
return true;
}
chosen.lastReadFrame = feature.frame;
region = {chosen.baseX, chosen.baseY, chosen.width, chosen.height};
}
}
AlphaSlot& chosen = feature.alpha[index];
const bool gpu = split ? slot.alphaGpu : chosen.gpu;
transition(list, slot.alphaResource, outputState, D3D12_RESOURCE_STATE_COPY_DEST);
if (gpu)
{
// The result is still the float32 the denoiser wrote, so it becomes the caller's texels
// here rather than on the CPU. The region lands at the caller's subrect, and the
// transitions around it are the same ones the host copy below records.
if (!record_alpha_vram(list, slot.alphaResource, slot.alphaImageHandle, chosen.vram, chosen.conversion,
region, slot.alphaConvert))
{
transition(list, slot.alphaResource, D3D12_RESOURCE_STATE_COPY_DEST, outputState);
logf("frame %u: recording DLSSD.OutputAlpha GPU copy failed", feature.frame);
return false;
}
}
else
{
D3D12_TEXTURE_COPY_LOCATION destination = {};
destination.pResource = slot.alphaResource;
destination.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
destination.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION source = {};
source.pResource = chosen.staging.buffer;
source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
source.PlacedFootprint = chosen.staging.layout;
// The source box picks out the evaluated rectangle inside the full-extent staging buffer,
// and the destination origin places it at the caller's subrect. Together they leave every
// pixel of the caller's texture outside the rectangle untouched.
D3D12_BOX box = {};
box.left = region.baseX;
box.top = region.baseY;
box.right = region.baseX + region.width;
box.bottom = region.baseY + region.height;
box.back = 1;
list->CopyTextureRegion(&destination, region.baseX, region.baseY, 0, &source, &box);
}
transition(list, slot.alphaResource, D3D12_RESOURCE_STATE_COPY_DEST, outputState);
return true;
}
// --- Ray Reconstruction: moving the auxiliary surfaces --------------------------
// How long a caller may stop registering a surface before it is treated as dropped. Long
// enough that a game which registers its G-buffer lazily, or only on the frames where it
// changes, keeps it; short enough that a resolution change - which reallocates every resource
// and can reuse a freed address - does not leave a surface bound to somebody else's texture.
constexpr uint32_t kAuxStaleFrames = 300;
static AuxSurface* find_aux_surface(Feature& feature, ID3D12Resource* resource)
{
for (AuxSurface& surface : feature.aux)
if (surface.resource == resource)
return &surface;
return nullptr;
}
static std::string join_aux_names(const std::vector<const char*>& names)
{
std::string joined;
for (const char* name : names)
joined += std::string(joined.empty() ? "" : ", ") + name;
return joined;
}
// Worker. Frees the CUDA objects of a surface and the caller's reference to its resource.
// Only ever called once no queued frame names it any more.
static void destroy_aux_surface(AuxSurface& surface)
{
if (surface.image.object != 0)
g.cu.texObjectDestroy(surface.image.object);
if (surface.image.array != nullptr)
g.cu.arrayDestroy(surface.image.array);
for (Staging& staging : surface.staging)
staging.release();
for (HostPlane& host : surface.host)
release_host(host);
for (VramBuffer& buffer : surface.vram)
{
if (buffer.buffer == VK_NULL_HANDLE)
continue;
// Retirement can run on the finish thread. Release imports on the CUDA worker
// without a nested worker.call when retirement itself runs there.
g.worker.post([buffer] {
if (buffer.external != nullptr)
{
g.cu.memFree(buffer.device);
g_vk.release(buffer.external);
}
g_vk.destroyBuffer(g_vk.device, buffer.buffer, nullptr);
g_vk.free(g_vk.device, buffer.memory, nullptr);
});
buffer = {};
}
destroy_vram_image(surface.conversion);
if (surface.resource != nullptr)
surface.resource->Release();
logf("Ray Reconstruction: released denoiser input %s (%ux%u fmt=0x%x)", join_aux_names(surface.publish).c_str(),
surface.width, surface.height, surface.format);
}
// Vulkan blits cannot convert integer images to float. Raw UINT/SINT guides
// retain host staging; other formats preserve the host path's sampled values.
static bool describe_aux_vram(AuxSurface& surface, VramCopy& copy)
{
if (!vram_interop_available() || env_uint("D4R_SHIM_RR_VRAM_GUIDES", 1) == 0)
return false;
UINT64 handle = 0, offset = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
if (FAILED(g_vk.interop->GetVulkanResourceInfo1(surface.resource, &handle, &offset, &format)) || handle == 0)
return false;
copy.resource = surface.resource;
copy.image = reinterpret_cast<VkImage>(handle);
copy.width = surface.width;
copy.height = surface.height;
if (surface.how == AuxLayout::Verbatim)
return true;
if (surface.format != DXGI_FORMAT_B8G8R8A8_UNORM &&
surface.format != DXGI_FORMAT_R10G10B10A2_UNORM &&
surface.format != DXGI_FORMAT_R11G11B10_FLOAT)
return false;
copy.convert = true;
return vram_blit_supported(format, VK_FORMAT_R32G32B32A32_SFLOAT);
}
static bool record_aux_vram(ID3D12GraphicsCommandList* list, AuxSurface& surface, int slotIndex,
const VramCopy& copy, D3D12_RESOURCE_STATES state)
{
const size_t bytes = aux_texel_bytes(surface.arrayFormat, surface.channels) * surface.width * surface.height;
VramBuffer& buffer = surface.vram[slotIndex];
// Resource geometry is immutable. Never worker.call under auxMutex: the
// worker could be waiting for this lock to upload an earlier frame.
if (buffer.buffer == VK_NULL_HANDLE && !create_vram_buffer(buffer, bytes, false))
return false;
if (copy.convert && surface.conversion.image == VK_NULL_HANDLE &&
!create_vram_image(surface.conversion, surface.width, surface.height, VK_FORMAT_R32G32B32A32_SFLOAT))
return false;
transition(list, copy.resource, state, D3D12_RESOURCE_STATE_COPY_SOURCE);
VkCommandBuffer cmd = VK_NULL_HANDLE;
if (FAILED(g_vk.interop->BeginVkCommandBufferInterop(list, &cmd)))
{
transition(list, copy.resource, D3D12_RESOURCE_STATE_COPY_SOURCE, state);
return false;
}
g_vk.barrier(cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1,
&kBeforeTransfer, 0, nullptr, 0, nullptr);
VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL;
g_vk.interop->GetVulkanImageLayout(copy.resource, D3D12_RESOURCE_STATE_COPY_SOURCE, &layout);
VkImage image = copy.image;
if (copy.convert)
{
image = surface.conversion.image;
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.srcQueueFamilyIndex = barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr,
0, nullptr, 1, &barrier);
VkImageBlit blit = {};
blit.srcSubresource = blit.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
blit.srcOffsets[1] = blit.dstOffsets[1] =
{static_cast<int32_t>(copy.width), static_cast<int32_t>(copy.height), 1};
g_vk.blit(cmd, copy.image, layout, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit, VK_FILTER_NEAREST);
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr,
0, nullptr, 1, &barrier);
layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
}
const VkBufferImageCopy region = full_region(copy);
g_vk.copyImageToBuffer(cmd, image, layout, buffer.buffer, 1, &region);
g_vk.barrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 1,
&kAfterTransfer, 0, nullptr, 0, nullptr);
const bool recorded = SUCCEEDED(g_vk.interop->EndVkCommandBufferInterop(list));
transition(list, copy.resource, D3D12_RESOURCE_STATE_COPY_SOURCE, state);
return recorded;
}
// Game thread. Finds the auxiliary surfaces the caller registered this frame and records a
// readback copy of each into this frame's slot, ahead of the frame marker so the worker can
// read them as soon as that marker is in. The result is this slot's binding snapshot: the
// worker publishes exactly these, so a surface the caller did not register this frame is
// neither sampled nor named, whatever it did last frame.
//
// A texture the caller did supply but this file cannot hand to the denoiser (a shape or a
// format with no CUDA layout) fails the evaluation. Silently omitting a guide the denoiser
// expects is exactly the failure that produces a plausible-looking wrong image, so the frame
// is refused and the reason named instead.
static bool gather_aux_inputs(Feature& feature, ID3D12GraphicsCommandList* list, void* parameters, int slotIndex,
D3D12_RESOURCE_STATES inputState, uint32_t frame)
{
InputSlot& slot = feature.inputs[slotIndex];
std::lock_guard<std::mutex> lock(feature.auxMutex);
// A frame the input dump selected records this frame's guides too, so a replay of an RR
// sequence feeds the denoiser the game's own guides rather than the harness's synthetic
// ones - without which the replayed image cannot be compared with the game's.
char captureDirectory[MAX_PATH];
const bool capture = input_dump_directory(frame, captureDirectory);
std::vector<AuxBinding> bindings;
for (const AuxInput& input : kAuxInputs)
{
ID3D12Resource* const resource = get_resource(parameters, input.source);
if (resource == nullptr)
continue;
AuxSurface* surface = find_aux_surface(feature, resource);
if (surface == nullptr)
{
feature.aux.emplace_back();
surface = &feature.aux.back();
surface->resource = resource;
resource->AddRef(); // held until every frame naming it has retired
logf("Ray Reconstruction: denoiser input %s is resource %p", input.source, static_cast<void*>(resource));
}
surface->dropping = false;
surface->lastSeen = frame;
// One binding per name: two names for the same texture are two denoiser parameters.
AuxBinding* binding = nullptr;
for (AuxBinding& candidate : bindings)
if (candidate.surface == surface)
{
binding = &candidate;
break;
}
const bool firstBinding = binding == nullptr;
if (binding == nullptr)
{
bindings.emplace_back();
binding = &bindings.back();
binding->surface = surface;
binding->frame = frame;
}
bool listed = false;
for (const char* name : surface->publish)
listed = listed || strcmp(name, input.publish) == 0;
if (!listed)
surface->publish.push_back(input.publish);
bool bound = false;
for (const char* name : binding->names)
bound = bound || strcmp(name, input.publish) == 0;
if (!bound)
binding->names.push_back(input.publish);
bool sourceBound = false;
for (const char* name : binding->sources)
sourceBound = sourceBound || strcmp(name, input.source) == 0;
if (!sourceBound)
binding->sources.push_back(input.source);
if (!firstBinding)
continue; // aliases share one captured plane and one upload
D3D12_RESOURCE_DESC desc;
resource->GetDesc(&desc);
uint32_t arrayFormat = 0, channels = 0, texelBytes = 0;
AuxLayout how = AuxLayout::Verbatim;
if (desc.DepthOrArraySize != 1 || desc.Width > 0xFFFFFFFFull ||
!aux_array_layout(desc.Format, arrayFormat, channels, how, texelBytes))
{
logf("Ray Reconstruction: denoiser input %s is %llux%u array=%u fmt=0x%x, which has no single-plane "
"CUDA layout; this frame's evaluation is refused rather than run without it",
join_aux_names(binding->names).c_str(), desc.Width, desc.Height, desc.DepthOrArraySize, desc.Format);
return false;
}
surface->format = desc.Format;
surface->arrayFormat = arrayFormat;
surface->channels = channels;
surface->how = how;
surface->texelBytes = texelBytes;
surface->width = static_cast<UINT>(desc.Width);
surface->height = static_cast<UINT>(desc.Height);
VramCopy gpuCopy;
surface->gpu[slotIndex] = describe_aux_vram(*surface, gpuCopy);
if (surface->gpu[slotIndex])
{
if (!record_aux_vram(list, *surface, slotIndex, gpuCopy, inputState))
return false;
}
// A captured frame reads its guides back even with VRAM interop on: the capture
// records the caller's own bytes in the caller's own format, which is what a replay
// has to feed back for the same conversion to run over it.
if (!surface->gpu[slotIndex] || env_uint("D4R_SHIM_VRAM_VERIFY", 0) != 0 || capture)
{
if (!ensure_staging(surface->staging[slotIndex], resource, D3D12_HEAP_TYPE_READBACK))
return false;
copy_to_staging(list, resource, surface->staging[slotIndex], inputState);
}
}
// Drop surfaces the caller stopped registering, but only once no queued frame names one:
// erasing a surface whose handle is still in a parameter object would leave the denoiser
// sampling a freed texture object.
for (AuxSurface& surface : feature.aux)
{
if (surface.holds != 0 || frame - surface.lastSeen < kAuxStaleFrames)
continue;
surface.dropping = true;
logf("Ray Reconstruction: denoiser input %s was not registered for %u frames",
join_aux_names(surface.publish).c_str(), kAuxStaleFrames);
}
// Committed only now. An earlier failure path returns from this function with `bindings`
// half-built, and a hold taken there would never be given back - the surface could then
// never be dropped, and its reference to the caller's resource would never be released.
for (const AuxBinding& binding : bindings)
++binding.surface->holds; // given back by retire_aux_bindings when this frame passes
slot.auxBindings = std::move(bindings);
return true;
}
// Worker. Copies this frame's bound surfaces into their CUDA arrays verbatim - same bytes,
// same row order, only the destination is the GPU - and mints the texture objects the
// denoiser samples. A failure fails the evaluation: a denoiser handed fewer guides than the
// caller registered produces a wrong image, not a visible error.
static bool upload_aux_inputs(Feature& feature, int slotIndex, uint32_t frame)
{
for (const AuxBinding& binding : feature.inputs[slotIndex].auxBindings)
{
AuxSurface& surface = *binding.surface;
const Staging& staging = surface.staging[slotIndex];
if (!ensure_cuda_image(surface.image, surface.width, surface.height, surface.arrayFormat,
surface.channels, false, false))
{
logf("frame %u: Ray Reconstruction input %s: a CUDA texture object over %ux%u fmt=0x%x could not be "
"created",
frame, join_aux_names(binding.names).c_str(), surface.width, surface.height, surface.format);
return false;
}
CudaMemcpy2D copy = {};
if (surface.gpu[slotIndex])
{
VramBuffer& buffer = surface.vram[slotIndex];
if (buffer.external == nullptr)
{
VkMemoryRequirements requirements = {};
g_vk.bufferRequirements(g_vk.device, buffer.buffer, &requirements);
const int result = g_vk.import(g_vk.device, reinterpret_cast<uint64_t>(buffer.memory),
requirements.size, &buffer.device, &buffer.external);
if (result != 0)
{
logf("frame %u: Ray Reconstruction guide import failed: %d", frame, result);
return false;
}
}
copy.srcMemoryType = CUDA_MEMORY_DEVICE;
copy.srcDevice = buffer.device;
copy.srcPitch = aux_texel_bytes(surface.arrayFormat, surface.channels) * surface.width;
}
else if (surface.how == AuxLayout::Verbatim)
{
copy.srcMemoryType = CUDA_MEMORY_HOST;
// Use HostPlane staging: direct ROCm image copies from Vulkan-mapped memory
// truncate guide rows on gfx1201, even when the source footprint is tightly packed.
HostPlane& host = surface.host[slotIndex];
const size_t rowBytes = aux_texel_bytes(surface.arrayFormat, surface.channels) * surface.width;
reserve_host(host, rowBytes * surface.height);
if (host.bytes == nullptr || host.capacity < rowBytes * surface.height)
return false;
host.width = surface.width;
host.height = surface.height;
host.rowBytes = rowBytes;
for (UINT row = 0; row < surface.height; ++row)
memcpy(host.bytes + static_cast<size_t>(row) * rowBytes,
staging.mapped + staging.layout.Offset +
static_cast<size_t>(row) * staging.layout.Footprint.RowPitch, rowBytes);
copy.srcHost = host.bytes;
copy.srcPitch = rowBytes;
}
else
{
copy.srcMemoryType = CUDA_MEMORY_HOST;
// Packed, integer and BGRA inputs are unpacked into floats first: a CUDA array
// has no three-channel layout, a uint array is sampled normalized, and BGRA bytes
// are in the wrong order for a read as RGBA.
HostPlane& host = surface.host[slotIndex];
const size_t rowBytes = sizeof(float) * surface.channels * surface.width;
reserve_host(host, rowBytes * surface.height);
if (host.bytes == nullptr || host.capacity < rowBytes * surface.height)
{
logf("frame %u: Ray Reconstruction input %s: no room for %zu unpacked bytes",
frame, join_aux_names(binding.names).c_str(), rowBytes * surface.height);
return false;
}
host.width = surface.width;
host.height = surface.height;
host.rowBytes = rowBytes;
const uint8_t* const base = staging.mapped + staging.layout.Offset;
for (UINT row = 0; row < surface.height; ++row)
convert_aux_row(surface.format, base + static_cast<size_t>(row) * staging.layout.Footprint.RowPitch,
reinterpret_cast<float*>(host.bytes + static_cast<size_t>(row) * rowBytes),
surface.width, surface.channels);
copy.srcHost = host.bytes;
copy.srcPitch = rowBytes;
}
copy.dstMemoryType = CUDA_MEMORY_ARRAY;
copy.dstArray = surface.image.array;
copy.WidthInBytes = aux_texel_bytes(surface.arrayFormat, surface.channels) * surface.width;
copy.Height = surface.height;
if (copy_2d(copy) != 0)
{
logf("frame %u: Ray Reconstruction input %s: the upload of %ux%u failed", frame,
join_aux_names(binding.names).c_str(), surface.width, surface.height);
return false;
}
if (surface.gpu[slotIndex] && env_uint("D4R_SHIM_VRAM_VERIFY", 0) != 0)
{
// Compare the array NGX actually samples, not just the imported buffer.
const size_t rowBytes = copy.WidthInBytes;
std::vector<uint8_t> expected(rowBytes * surface.height), actual(expected.size());
for (UINT row = 0; row < surface.height; ++row)
{
const uint8_t* source = staging.mapped + staging.layout.Offset +
static_cast<size_t>(row) * staging.layout.Footprint.RowPitch;
uint8_t* destination = expected.data() + static_cast<size_t>(row) * rowBytes;
if (surface.how == AuxLayout::Verbatim)
memcpy(destination, source, rowBytes);
else
convert_aux_row(surface.format, source, reinterpret_cast<float*>(destination),
surface.width, surface.channels);
}
CudaMemcpy2D read = {};
read.srcMemoryType = CUDA_MEMORY_ARRAY;
read.srcArray = surface.image.array;
read.dstMemoryType = CUDA_MEMORY_HOST;
read.dstHost = actual.data();
read.dstPitch = read.WidthInBytes = rowBytes;
read.Height = surface.height;
if (g.cu.ctxSynchronize() != 0 || g.cu.memcpy2D(&read) != 0)
return false;
size_t differing = 0;
if (surface.how == AuxLayout::Verbatim)
{
for (size_t byte = 0; byte < expected.size(); ++byte)
differing += actual[byte] != expected[byte];
}
else
{
const float* a = reinterpret_cast<const float*>(actual.data());
const float* e = reinterpret_cast<const float*>(expected.data());
for (size_t i = 0; i < expected.size() / sizeof(float); ++i)
differing += !(a[i] == e[i] || (std::isnan(a[i]) && std::isnan(e[i])) ||
std::abs(a[i] - e[i]) <= 1e-6f * std::max(1.0f, std::abs(e[i])));
}
logf("frame %u RR VRAM verify %s: %zu differing %s", frame,
join_aux_names(binding.names).c_str(), differing,
surface.how == AuxLayout::Verbatim ? "bytes" : "components");
if (differing != 0)
return false;
}
surface.handle = surface.image.object;
}
return true;
}
// Worker. Writes this frame's Ray Reconstruction guides next to the canonical input planes:
// the caller's own bytes in the caller's own format, the descriptor each was read with, and
// the per-frame settings, subrect origins and camera matrices the denoiser was given. A replay
// rebuilds the textures from those descriptors and uploads the recorded bytes, so the same
// conversion runs over the same data and the replayed image is comparable with the game's -
// which synthetic guides can never be.
//
// A guide whose bytes are not readable fails the whole capture: a descriptor without its
// plane, or a plane the replay silently skipped, is an image the denoiser would produce from
// fewer guides than the game gave it, and nothing downstream could tell.
static void dump_aux_guides(Feature& feature, int slotIndex, uint32_t frame, const FrameParams& p)
{
char directory[MAX_PATH];
if (!input_dump_directory(frame, directory))
return;
const InputSlot& slot = feature.inputs[slotIndex];
for (const AuxBinding& binding : slot.auxBindings)
if (binding.surface->staging[slotIndex].mapped == nullptr)
{
logf("frame %u: Ray Reconstruction guide %s is not readable, so this frame's capture is "
"incomplete and is not written",
frame, join_aux_names(binding.names).c_str());
return;
}
std::string text = "guides " + std::to_string(slot.auxBindings.size()) + "\n";
char path[MAX_PATH];
for (size_t index = 0; index < slot.auxBindings.size(); ++index)
{
const AuxBinding& binding = slot.auxBindings[index];
const AuxSurface& surface = *binding.surface;
// Both spellings are recorded: the names the caller registered the texture under, and
// the names the denoiser reads it as, which for the two albedos differ.
std::string sources, names;
for (const char* name : binding.sources)
sources += sources.empty() ? name : std::string(",") + name;
for (const char* name : binding.names)
names += names.empty() ? name : std::string(",") + name;
const int written =
std::snprintf(path, MAX_PATH, "%s\\frame-%06u-guide-%02zu.bin", directory, frame, index);
if (written <= 0 || written >= MAX_PATH)
{
logf("frame %u: the path for Ray Reconstruction guide %s does not fit; this frame's capture is "
"incomplete and is not written",
frame, join_aux_names(binding.names).c_str());
return;
}
const Staging& staging = surface.staging[slotIndex];
const size_t rowBytes = static_cast<size_t>(surface.texelBytes) * surface.width;
const size_t bytes = rowBytes * surface.height;
uint8_t* const pinned = capture_pinned(path, bytes);
std::vector<uint8_t> fallback;
if (pinned == nullptr)
fallback.resize(bytes);
uint8_t* const destination = pinned != nullptr ? pinned : fallback.data();
for (UINT row = 0; row < surface.height; ++row)
std::memcpy(destination + static_cast<size_t>(row) * rowBytes,
staging.mapped + staging.layout.Offset +
static_cast<size_t>(row) * staging.layout.Footprint.RowPitch,
rowBytes);
if (pinned == nullptr)
write_capture_file(frame, "Ray Reconstruction guide", path, destination, bytes);
char line[512];
const int length = std::snprintf(line, sizeof(line),
"guide %zu %s %s %u %u %u %u %d\n", index, sources.c_str(), names.c_str(),
static_cast<unsigned>(surface.format), surface.width, surface.height,
surface.texelBytes, surface.how == AuxLayout::Verbatim ? 0 : 1);
if (length <= 0)
return;
text += line;
}
// The scalar settings, the Subrect origins and the camera matrices, under the very
// parameter names the denoiser reads: a replay sets them by name, so a table that drifted
// here and there could not misroute them.
for (size_t index = 0; index < sizeof(kAuxScalars) / sizeof(kAuxScalars[0]); ++index)
{
char line[256];
const int length = std::snprintf(line, sizeof(line), "scalar %s %d\n", kAuxScalars[index].name,
p.auxScalar[index]);
if (length <= 0)
return;
text += line;
}
for (size_t index = 0; index < sizeof(kAuxSubrectNames) / sizeof(kAuxSubrectNames[0]); ++index)
{
for (int axis = 0; axis < 2; ++axis)
{
char line[256];
const int length = std::snprintf(line, sizeof(line), "subrect %s.Subrect.Base.%c %u\n",
kAuxSubrectNames[index], axis == 0 ? 'X' : 'Y',
p.auxSubrect[index][axis]);
if (length <= 0)
return;
text += line;
}
}
for (size_t index = 0; index < sizeof(kAuxMatrices) / sizeof(kAuxMatrices[0]); ++index)
{
char line[1024];
int length = std::snprintf(line, sizeof(line), "matrix %s %d", kAuxMatrices[index],
p.auxMatrixSet[index] ? 1 : 0);
if (length <= 0)
return;
for (size_t element = 0; element < 16 && p.auxMatrixSet[index]; ++element)
{
const int written = std::snprintf(line + length, sizeof(line) - static_cast<size_t>(length), " %.9g",
static_cast<double>(p.auxMatrix[index][element]));
if (written <= 0 || static_cast<size_t>(written) >= sizeof(line) - static_cast<size_t>(length))
return;
length += written;
}
text += line;
text += "\n";
}
const int written = std::snprintf(path, MAX_PATH, "%s\\frame-%06u-guides.txt", directory, frame);
if (written <= 0 || written >= MAX_PATH)
return;
write_capture_file(frame, "Ray Reconstruction guide parameters", path, text.data(), text.size());
}
// Worker. Points the denoiser's parameters at this frame's texture objects and forwards the
// settings and camera matrices the caller registered for this frame. Every name this file
// ever published is cleared first: the parameter object outlives the frame, so a name left
// holding last frame's handle would be read as a live texture.
static void publish_aux_parameters(Feature& feature, FrameParams& p, const InputSlot& slot)
{
void* params = feature.cudaParams;
for (size_t index = 0; index < sizeof(kAuxScalars) / sizeof(kAuxScalars[0]); ++index)
if (p.auxScalarSet[index])
d4r_ngx_set_int(params, kAuxScalars[index].name, p.auxScalar[index]);
// Always written, never conditionally: the parameter object outlives this frame, so a
// matrix pointer left over from the previous one would dangle the moment this frame's
// FrameParams goes out of scope. Absent, it is cleared - the denoiser then knows the
// caller supplied none, rather than reading a stale one.
for (size_t index = 0; index < sizeof(kAuxMatrices) / sizeof(kAuxMatrices[0]); ++index)
d4r_ngx_set_void(params, kAuxMatrices[index],
p.auxMatrixSet[index] ? static_cast<void*>(p.auxMatrix[index]) : nullptr);
for (size_t index = 0; index < sizeof(kAuxSubrectNames) / sizeof(kAuxSubrectNames[0]); ++index)
{
static std::string nameX, nameY;
nameX.assign(kAuxSubrectNames[index]).append(".Subrect.Base.X");
nameY.assign(kAuxSubrectNames[index]).append(".Subrect.Base.Y");
d4r_ngx_set_uint(params, nameX.c_str(), p.auxSubrect[index][0]);
d4r_ngx_set_uint(params, nameY.c_str(), p.auxSubrect[index][1]);
}
for (const AuxSurface& surface : feature.aux)
for (const char* name : surface.publish)
d4r_ngx_set_void(params, name, nullptr);
// Pointers to the handles, which is what a CUDA resource parameter is: a variable holding
// the object, not the object itself. Two surfaces naming one denoiser input (a caller that
// binds GBuffer.DiffuseAlbedo and DLSS.Input.DiffuseAlbedo to different textures) leave the
// later one winning, which is the caller's ambiguity to resolve, not this file's.
for (const AuxBinding& binding : slot.auxBindings)
if (binding.surface->handle != 0)
for (const char* name : binding.names)
d4r_ngx_set_void(params, name, &binding.surface->handle);
}
// Worker, once the frame this slot was gathering for has passed. Each bound surface keeps the
// caller's resource alive until here, and a dropped surface is freed only once its last frame
// is gone.
static void retire_aux_bindings(Feature& feature, int slotIndex)
{
std::lock_guard<std::mutex> lock(feature.auxMutex);
for (AuxBinding& binding : feature.inputs[slotIndex].auxBindings)
if (binding.surface->holds > 0)
--binding.surface->holds;
feature.inputs[slotIndex].auxBindings.clear();
for (auto it = feature.aux.begin(); it != feature.aux.end();)
{
if (!it->dropping || it->holds != 0)
{
++it;
continue;
}
destroy_aux_surface(*it);
it = feature.aux.erase(it);
}
}
static void set_evaluation_parameters(Feature& feature, const FrameParams& p)
{
void* params = feature.cudaParams;
feature.colorHandle = feature.color.object;
feature.depthHandle = feature.depth.object;
feature.motionHandle = feature.motion.object;
feature.exposureHandle = feature.exposure.object;
feature.outputHandle = feature.output.object;
// CUDA resource parameters point to variables holding the object handles.
d4r_ngx_set_void(params, "Color", &feature.colorHandle);
d4r_ngx_set_void(params, "Depth", &feature.depthHandle);
d4r_ngx_set_void(params, "MotionVectors", &feature.motionHandle);
d4r_ngx_set_void(params, "Output", &feature.outputHandle);
d4r_ngx_set_void(params, "ExposureTexture", p.hasExposure ? &feature.exposureHandle : nullptr);
d4r_ngx_set_void(params, "TransparencyMask", nullptr);
d4r_ngx_set_void(params, "DLSS.Input.Bias.Current.Color.Mask", nullptr);
d4r_ngx_set_float(params, "Jitter.Offset.X", p.jitterX);
d4r_ngx_set_float(params, "Jitter.Offset.Y", p.jitterY);
d4r_ngx_set_float(params, "MV.Scale.X", p.mvScaleX);
d4r_ngx_set_float(params, "MV.Scale.Y", p.mvScaleY);
d4r_ngx_set_float(params, "Sharpness", p.sharpness);
// The DLSS library stamps "DLSS SDK - DO NOT DISTRIBUTE" over the output in this setup; the SDK's
// Disable.Watermark parameter turns that off. D4R_SHIM_WATERMARK=1 keeps it.
static const bool watermark = env_uint("D4R_SHIM_WATERMARK", 0) != 0;
d4r_ngx_set_int(params, "Disable.Watermark", watermark ? 0 : 1);
d4r_ngx_set_int(params, "Reset", p.reset);
d4r_ngx_set_float(params, "DLSS.Pre.Exposure", p.preExposure);
d4r_ngx_set_float(params, "DLSS.Exposure.Scale", p.exposureScale);
d4r_ngx_set_float(params, "FrameTimeDeltaInMsec", p.frameTime);
d4r_ngx_set_int(params, "DLSS.Indicator.Invert.X.Axis", p.invertX);
d4r_ngx_set_int(params, "DLSS.Indicator.Invert.Y.Axis", p.invertY);
d4r_ngx_set_uint(params, "DLSS.Render.Subrect.Dimensions.Width", p.renderWidth);
d4r_ngx_set_uint(params, "DLSS.Render.Subrect.Dimensions.Height", p.renderHeight);
d4r_ngx_set_uint(params, "DLSS.Input.Color.Subrect.Base.X", p.colorBaseX);
d4r_ngx_set_uint(params, "DLSS.Input.Color.Subrect.Base.Y", p.colorBaseY);
d4r_ngx_set_uint(params, "DLSS.Input.Depth.Subrect.Base.X", p.depthBaseX);
d4r_ngx_set_uint(params, "DLSS.Input.Depth.Subrect.Base.Y", p.depthBaseY);
d4r_ngx_set_uint(params, "DLSS.Input.MV.Subrect.Base.X", p.mvBaseX);
d4r_ngx_set_uint(params, "DLSS.Input.MV.Subrect.Base.Y", p.mvBaseY);
d4r_ngx_set_uint(params, "DLSS.Output.Subrect.Base.X", p.outputBaseX);
d4r_ngx_set_uint(params, "DLSS.Output.Subrect.Base.Y", p.outputBaseY);
if (feature.scratch != 0)
{
d4r_ngx_set_void(params, "Scratch", reinterpret_cast<void*>(static_cast<uintptr_t>(feature.scratch)));
d4r_ngx_set_ull(params, "Scratch.SizeInBytes", 64ull * 1024 * 1024);
}
}
// DLSS evaluations run as a three-stage pipeline so the CPU copies of one
// frame overlap the GPU work of another:
// prepare_inputs (prep thread) waits for the game's input copies and
// converts the readback staging into host planes;
// run_evaluation (CUDA worker) uploads them, evaluates, downloads the output;
// publish_output (finish thread) writes it into an upload staging buffer and
// makes it the result evaluate() presents.
// Every NGX-core and CUDA call stays on the worker. A stage only reuses a
// buffer once the next stage has released it (hostBusy / outputHostBusy).
static void publish_output(Feature* feature, int hostIndex, uint32_t frame, FrameParams params, FrameTiming timing);
static int claim_output_slot(Feature* feature);
static void finish_publish(Feature* feature, int target, uint32_t frame, const FrameParams& params,
const FrameTiming& timing, ProfileClock::time_point start);
// Spins until `flag` clears; false after two seconds.
static bool wait_for_release(const std::atomic<bool>& flag)
{
const auto start = std::chrono::steady_clock::now();
while (flag.load())
{
if (std::chrono::steady_clock::now() - start > std::chrono::seconds(2))
return false;
d4r_sleep_us(100);
}
return true;
}
static void release_split_frame(Feature* feature, uint32_t frame);
// Every queued frame ends in exactly one call of this (published or dropped).
static void frame_retired(Feature* feature, uint32_t frame)
{
if (feature->split)
release_split_frame(feature, frame);
// The denoiser inputs this frame bound belong to the slot it used, and the caller stops
// owing them a reference only now that its evaluate has returned.
if (feature->rayReconstruction)
{
retire_aux_bindings(*feature, static_cast<int>(frame % kSlots));
}
feature->inFlight.fetch_sub(1);
}
// Overlapped staging, worker thread only. Uploads the staged planes with async
// copies into linear buffers on the "up" stream, then moves them into the CUDA
// arrays device-to-device (on the null stream, ahead of NGX's kernels).
static bool upload_inputs_async(Feature& feature, InputSlot& slot, bool hasExposure, uint32_t frame,
FrameTiming* timing)
{
CopyStreams* streams = copy_streams();
const Plane planes[4] = {Plane::Color, Plane::Depth, Plane::Motion, Plane::Exposure};
CudaImage* images[4] = {&feature.color, &feature.depth, &feature.motion, &feature.exposure};
const int count = hasExposure ? 4 : 3;
const auto start = ProfileClock::now();
for (int index = 0; index < count; ++index)
{
const HostPlane& host = slot.host[index];
if (!ensure_cuda_image(*images[index], host.width, host.height, plane_format(planes[index]),
plane_channels(planes[index]), false, planes[index] == Plane::Color) ||
!ensure_linear(feature.planeLinear[index], feature.planeLinearBytes[index], host.size()))
return false;
if ((frame <= 3 || env_uint("D4R_SHIM_INPUT_HASH_ALL", 0) != 0) && GetEnvironmentVariableA("D4R_SHIM_INPUT_HASH", nullptr, 0) != 0)
{
uint64_t hash = 1469598103934665603ull;
for (size_t byte = 0; byte < host.size(); ++byte)
hash = (hash ^ host.bytes[byte]) * 1099511628211ull;
logf("frame %u upload plane=%d bytes=%zu hash=%016llx (async)", frame, index, host.size(),
static_cast<unsigned long long>(hash));
}
const auto issue = ProfileClock::now();
const int result = g.cu.memcpyHtoDAsync(feature.planeLinear[index], host.bytes, host.size(), streams->up);
if (timing != nullptr)
timing->upload[index] = profile_ms(issue, ProfileClock::now());
if (result != 0)
{
logf("cuMemcpyHtoDAsync failed: %d", result);
return false;
}
}
int result = g.cu.streamSynchronize(streams->up);
for (int index = 0; index < count && result == 0; ++index)
{
const HostPlane& host = slot.host[index];
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_DEVICE;
copy.srcDevice = feature.planeLinear[index];
copy.srcPitch = host.rowBytes;
copy.dstMemoryType = CUDA_MEMORY_ARRAY;
copy.dstArray = images[index]->array;
copy.WidthInBytes = host.rowBytes;
copy.Height = host.height;
result = copy_2d(copy);
}
if (timing != nullptr)
timing->h2dTotal = profile_ms(start, ProfileClock::now());
if (result != 0)
logf("staged upload failed: %d", result);
return result == 0;
}
// Starts the output download: array -> linear buffer, then an async copy on
// the "down" stream that the next frame's uploads overlap.
static bool start_download(Feature& feature, HostPlane& host, FrameTiming* timing)
{
const size_t rowBytes = static_cast<size_t>(feature.output.width) * 8;
const size_t bytes = rowBytes * feature.output.height;
reserve_host(host, bytes);
host.width = feature.output.width;
host.height = feature.output.height;
host.rowBytes = rowBytes;
if (!ensure_linear(feature.outputLinear, feature.outputLinearBytes, bytes))
return false;
const auto start = ProfileClock::now();
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_ARRAY;
copy.srcArray = feature.output.array;
copy.dstMemoryType = CUDA_MEMORY_DEVICE;
copy.dstDevice = feature.outputLinear;
copy.dstPitch = rowBytes;
copy.WidthInBytes = rowBytes;
copy.Height = host.height;
int result = feature.outputRedirected ? 0 : copy_2d(copy);
// The null-stream copy must land before the non-blocking stream reads it.
if (result == 0)
result = g.cu.ctxSynchronize();
if (result == 0)
result = g.cu.memcpyDtoHAsync(host.bytes, feature.outputLinear, bytes, copy_streams()->down);
if (timing != nullptr)
timing->d2hIssue = profile_ms(start, ProfileClock::now());
if (result != 0)
logf("staged download failed: %d", result);
return result == 0;
}
// A result whose download is still in flight so the next frame's uploads can
// overlap it. Worker thread only.
struct PendingDownload
{
Feature* feature = nullptr;
int hostIndex = 0;
uint32_t frame = 0;
FrameParams params;
FrameTiming timing;
};
static PendingDownload g_pendingDownload;
static void post_publish(Feature* feature, int hostIndex, uint32_t frame, const FrameParams& params,
FrameTiming timing)
{
if (timing.enabled)
timing.finishQueued = ProfileClock::now();
g.finish.post([feature, hostIndex, frame, params, timing] {
publish_output(feature, hostIndex, frame, params, timing);
});
}
// Waits for the in-flight download, if any, and hands it to publish_output.
// `inline_completion` marks the case without a next frame to overlap: the wait
// then belongs to this frame's worker time.
static void complete_pending_download(bool inline_completion = false)
{
PendingDownload pending = g_pendingDownload;
if (pending.feature == nullptr)
return;
g_pendingDownload = {};
const auto waitStart = ProfileClock::now();
const int result = g.cu.streamSynchronize(copy_streams()->down);
if (pending.timing.enabled)
{
pending.timing.d2hWait = profile_ms(waitStart, ProfileClock::now());
pending.timing.download = pending.timing.d2hIssue + pending.timing.d2hWait;
if (inline_completion)
pending.timing.worker += pending.timing.d2hWait;
}
if (result != 0)
{
logf("frame %u: output download failed: %d", pending.frame, result);
pending.feature->outputHostBusy[pending.hostIndex] = false;
frame_retired(pending.feature, pending.frame);
return;
}
log_output_hash(pending.feature->outputHost[pending.hostIndex], pending.frame);
char dumpPath[MAX_PATH];
if (output_dump_path(pending.frame, dumpPath))
dump_output(pending.feature->outputHost[pending.hostIndex], pending.frame, dumpPath);
post_publish(pending.feature, pending.hostIndex, pending.frame, pending.params, pending.timing);
}
// Linear inputs, worker thread: pitch-linear texture objects on the slot's interop buffers (recreated
// when a buffer or its geometry changes), reported to NGX as arrays by the bridge.
static bool ensure_linear_inputs(InputSlot& slot, bool hasExposure)
{
const Plane planes[4] = {Plane::Color, Plane::Depth, Plane::Motion, Plane::Exposure};
const int count = hasExposure ? 4 : 3;
for (int index = 0; index < count; ++index)
{
const HostPlane& geometry = slot.host[index];
const VramBuffer& buffer = slot.vram[index];
if (slot.linearTexture[index] != 0 && slot.linearPointer[index] == buffer.device &&
slot.linearWidth[index] == geometry.width && slot.linearHeight[index] == geometry.height &&
slot.linearPitch[index] == geometry.rowBytes)
continue;
if (slot.linearTexture[index] != 0)
g.cu.texObjectDestroy(slot.linearTexture[index]);
slot.linearTexture[index] = 0;
struct Pitch2D
{
CudaDevicePtr pointer;
uint32_t format, channels;
size_t width, height, pitch;
} pitch2D = {buffer.device, plane_format(planes[index]), plane_channels(planes[index]), geometry.width,
geometry.height, geometry.rowBytes};
static_assert(sizeof(Pitch2D) == 40, "CUDA_RESOURCE_DESC pitch2D");
CudaResourceDesc resource = {};
resource.resType = 3; // CU_RESOURCE_TYPE_PITCH2D
memcpy(&resource.res, &pitch2D, sizeof(pitch2D));
const CudaTextureDesc sampler = input_sampler(geometry.width, pitch2D.channels, planes[index] == Plane::Color);
CudaObject object = 0;
int result = g.cu.texObjectCreate(&object, &resource, &sampler, nullptr);
if (result == 0)
result = g.cu.registerLinearTexture(object, geometry.width, geometry.height, pitch2D.format, pitch2D.channels);
if (result != 0)
{
logf("linear input texture %d (%ux%u, pitch %zu) failed: %d", index, geometry.width, geometry.height,
geometry.rowBytes, result);
if (object != 0)
g.cu.texObjectDestroy(object);
return false;
}
slot.linearTexture[index] = object;
slot.linearPointer[index] = buffer.device;
slot.linearWidth[index] = geometry.width;
slot.linearHeight[index] = geometry.height;
slot.linearPitch[index] = geometry.rowBytes;
}
return true;
}
// VRAM interop, worker thread: moves the planes from the imported buffers
// Opt-in thin-feature motion coverage. Keep the original imported velocity buffer
// immutable; the new texture is owned by this input slot until its GPU work retires.
static CudaObject prepare_dilated_motion(Feature& feature, InputSlot& slot, const FrameParams& p)
{
const unsigned radius = env_uint("D4R_MOTION_DILATION", 0);
if (radius == 0)
return 0;
const auto& depth = slot.host[1];
const auto& motion = slot.host[2];
D4rMotionDilationParams args = {slot.vram[1].device, slot.vram[2].device, slot.dilatedMotion,
depth.rowBytes, motion.rowBytes, p.renderWidth, p.renderHeight, motion.width, motion.height,
p.jitterX, p.jitterY, radius, (feature.flags & 8u) != 0};
const bool motionGeometry = d4r_motion_dilation_geometry(&args, feature.flags,
feature.outWidth, feature.outHeight);
const bool supported = radius <= 2 && p.vram && feature.linearInputs && g.cu.dilateMotion != nullptr &&
motionGeometry && p.colorBaseX == 0 && p.colorBaseY == 0 && p.depthBaseX == 0 &&
p.depthBaseY == 0 && p.mvBaseX == 0 && p.mvBaseY == 0 && p.outputBaseX == 0 && p.outputBaseY == 0 &&
p.renderWidth > 0 && p.renderHeight > 0 && std::isfinite(p.jitterX) && std::isfinite(p.jitterY) &&
p.renderWidth <= depth.width && p.renderHeight <= depth.height;
if (!supported)
{
if (!feature.dilationReported)
logf("motion-vector dilation unavailable for this feature; original motion vectors retained");
feature.dilationReported = true;
return 0;
}
const size_t bytes = motion.size();
const bool recreate = slot.dilatedBytes < bytes || slot.dilatedWidth != motion.width ||
slot.dilatedHeight != motion.height || slot.dilatedPitch != motion.rowBytes;
if (recreate)
{
if (slot.dilatedTexture != 0)
g.cu.texObjectDestroy(slot.dilatedTexture), slot.dilatedTexture = 0;
if (slot.dilatedMotion != 0)
g.cu.memFree(slot.dilatedMotion), slot.dilatedMotion = 0;
slot.dilatedBytes = 0;
if (g.cu.memAlloc(&slot.dilatedMotion, bytes) != 0)
return 0;
slot.dilatedBytes = bytes;
struct Pitch2D { CudaDevicePtr pointer; uint32_t format, channels; size_t width, height, pitch; };
const Pitch2D pitch = {slot.dilatedMotion, plane_format(Plane::Motion), 2, motion.width, motion.height, motion.rowBytes};
CudaResourceDesc resource = {};
resource.resType = 3;
static_assert(sizeof(pitch) == 40);
std::memcpy(&resource.res, &pitch, sizeof(pitch));
const CudaTextureDesc sampler = input_sampler(motion.width, 2, false);
int result = g.cu.texObjectCreate(&slot.dilatedTexture, &resource, &sampler, nullptr);
if (result == 0)
result = g.cu.registerLinearTexture(slot.dilatedTexture, motion.width, motion.height, pitch.format, 2);
if (result != 0)
{
if (slot.dilatedTexture != 0)
g.cu.texObjectDestroy(slot.dilatedTexture), slot.dilatedTexture = 0;
return 0;
}
slot.dilatedWidth = motion.width, slot.dilatedHeight = motion.height, slot.dilatedPitch = motion.rowBytes;
}
if (slot.dilatedTexture == 0)
return 0;
args.output = slot.dilatedMotion;
// Preserve allocation padding, which DLSS may sample at the active edge.
// The dilation kernel only writes the active render grid for low-res MVs.
if (args.motion_width != motion.width || args.motion_height != motion.height)
{
CudaMemcpy2D copy = {};
copy.srcMemoryType = copy.dstMemoryType = CUDA_MEMORY_DEVICE;
copy.srcDevice = args.motion;
copy.dstDevice = args.output;
copy.srcPitch = copy.dstPitch = motion.rowBytes;
copy.WidthInBytes = motion.rowBytes;
copy.Height = motion.height;
if (copy_2d(copy) != 0)
return 0;
}
const int result = g.cu.dilateMotion(&args);
if (!feature.dilationReported)
logf("motion-vector dilation %s: radius=%u render pixels, GPU status=%d, %s active=%ux%u allocation=%ux%u",
result == 0 ? "enabled" : "unavailable", radius, result,
(feature.flags & 2u) != 0 ? "low-resolution" : "display-resolution",
args.motion_width, args.motion_height, motion.width, motion.height);
feature.dilationReported = true;
return result == 0 ? slot.dilatedTexture : 0;
}
// VRAM interop, worker thread: moves the planes from the imported buffers
// into the CUDA arrays on the GPU. With D4R_SHIM_VRAM_VERIFY also compares
// them with the host-staged planes of the same frame.
static bool upload_inputs_vram(Feature& feature, InputSlot& slot, bool hasExposure, uint32_t frame,
FrameTiming* timing)
{
const Plane planes[4] = {Plane::Color, Plane::Depth, Plane::Motion, Plane::Exposure};
CudaImage* images[4] = {&feature.color, &feature.depth, &feature.motion, &feature.exposure};
const int count = hasExposure ? 4 : 3;
const bool verify = env_uint("D4R_SHIM_VRAM_VERIFY", 0) != 0;
const auto start = ProfileClock::now();
int result = 0;
for (int index = 0; index < count && result == 0; ++index)
{
const HostPlane& geometry = slot.host[index];
if (!ensure_cuda_image(*images[index], geometry.width, geometry.height, plane_format(planes[index]),
plane_channels(planes[index]), false, planes[index] == Plane::Color))
return false;
if (verify)
{
std::vector<uint8_t> vram(geometry.size());
CudaMemcpy2D readback = {};
readback.srcMemoryType = CUDA_MEMORY_DEVICE;
readback.srcDevice = slot.vram[index].device;
readback.srcPitch = geometry.rowBytes;
readback.dstMemoryType = CUDA_MEMORY_HOST;
readback.dstHost = vram.data();
readback.dstPitch = geometry.rowBytes;
readback.WidthInBytes = geometry.rowBytes;
readback.Height = geometry.height;
size_t differing = 0;
if (g.cu.memcpy2D(&readback) == 0)
for (size_t byte = 0; byte < vram.size(); ++byte)
differing += vram[byte] != geometry.bytes[byte];
if (differing != 0 || frame <= 3 || frame % 120 == 0)
logf("frame %u VRAM verify plane=%d: %zu of %zu bytes differ from host staging", frame, index,
differing, vram.size());
}
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_DEVICE;
copy.srcDevice = slot.vram[index].device;
copy.srcPitch = geometry.rowBytes;
copy.dstMemoryType = CUDA_MEMORY_ARRAY;
copy.dstArray = images[index]->array;
copy.WidthInBytes = geometry.rowBytes;
copy.Height = geometry.height;
result = copy_2d(copy);
// D4R_SHIM_VRAM_ARRAY_VERIFY=1: read the CUDA array DLSS samples back
// and compare it with the imported buffer it was filled from.
static const bool arrayVerify = env_uint("D4R_SHIM_VRAM_ARRAY_VERIFY", 0) != 0;
if (arrayVerify && result == 0 && g.cu.ctxSynchronize() == 0)
{
std::vector<uint8_t> fromBuffer(geometry.size()), fromArray(geometry.size());
CudaMemcpy2D readBuffer = {};
readBuffer.srcMemoryType = CUDA_MEMORY_DEVICE;
readBuffer.srcDevice = slot.vram[index].device;
readBuffer.srcPitch = geometry.rowBytes;
readBuffer.dstMemoryType = CUDA_MEMORY_HOST;
readBuffer.dstHost = fromBuffer.data();
readBuffer.dstPitch = geometry.rowBytes;
readBuffer.WidthInBytes = geometry.rowBytes;
readBuffer.Height = geometry.height;
CudaMemcpy2D readArray = {};
readArray.srcMemoryType = CUDA_MEMORY_ARRAY;
readArray.srcArray = images[index]->array;
readArray.dstMemoryType = CUDA_MEMORY_HOST;
readArray.dstHost = fromArray.data();
readArray.dstPitch = geometry.rowBytes;
readArray.WidthInBytes = geometry.rowBytes;
readArray.Height = geometry.height;
if (g.cu.memcpy2D(&readBuffer) == 0 && g.cu.memcpy2D(&readArray) == 0)
{
size_t differing = 0, firstRow = geometry.height;
for (size_t byte = 0; byte < fromArray.size(); ++byte)
if (fromArray[byte] != fromBuffer[byte])
{
if (differing++ == 0)
firstRow = byte / geometry.rowBytes;
}
if (differing != 0 || frame <= 3 || frame % 120 == 0)
logf("frame %u VRAM array verify plane=%d: %zu of %zu bytes differ (first row %zu)", frame, index,
differing, fromArray.size(), firstRow);
}
}
}
if (timing != nullptr)
timing->h2dTotal = profile_ms(start, ProfileClock::now());
if (result != 0)
logf("VRAM input copy failed: %d", result);
return result == 0;
}
// Only called on the CUDA worker. A completion event covers queued work on
// the default stream; do not rely on HIP's blocking flag to release the CPU.
static int synchronize_default_stream(Feature& feature, bool* querySleep, double* waitEmaUs)
{
if (feature.outputReadyEvent != nullptr)
{
const int recorded = g.cu.eventRecord(feature.outputReadyEvent, nullptr);
if (recorded == 0)
{
// D4R_SHIM_OUTPUT_POLL_US: N > 0 polls every N us (200 was the fixed interval before), 0 yields between
// queries (spins). Unset: adaptive - sleep until shortly before the predicted completion (smoothed
// wait of earlier frames), then poll every 20 us, backing off to 200 us when the GPU runs late.
static const int fixedPoll = [] {
const char* v = std::getenv("D4R_SHIM_OUTPUT_POLL_US");
return v != nullptr && *v != '\0' ? static_cast<int>(env_uint("D4R_SHIM_OUTPUT_POLL_US", 200)) : -1;
}();
const auto waitStart = std::chrono::steady_clock::now();
unsigned polls = 0;
double lastNotReadyUs = -1.0; // elapsed time of the last query that found the work unfinished
const int result = d4r_wait_event(
[&] { return g.cu.eventQuery(feature.outputReadyEvent); },
[&] {
if (fixedPoll >= 0)
{
d4r_sleep_us(static_cast<unsigned>(fixedPoll));
return;
}
constexpr double kMarginUs = 120.0, kStepUs = 20.0, kChunkUs = 200.0, kSpinAfterUs = 150.0;
const double elapsed = std::chrono::duration<double, std::micro>(
std::chrono::steady_clock::now() - waitStart).count();
lastNotReadyUs = elapsed; // this sleep follows a query that returned NOT_READY
++polls;
const double predicted = waitEmaUs != nullptr ? *waitEmaUs : 0.0;
const double remaining = predicted - kMarginUs - elapsed;
// far from the predicted completion: sleep in chunks of at most 200 us (a single long sleep
// can overshoot by far more under Wine); near it: 20 us polls; late: back off to 200 us
if (remaining > kStepUs)
d4r_sleep_us(static_cast<unsigned>(std::min(remaining, kChunkUs)));
else if (elapsed < predicted + kSpinAfterUs)
d4r_sleep_us(0); // final stretch around the predicted completion: spin (SwitchToThread);
// a Wine sleep rounds up to ~50 us, which would be the detection latency
else
d4r_sleep_us(static_cast<unsigned>(std::min(
kStepUs * (1.0 + (elapsed - predicted - kSpinAfterUs) / 160.0), kChunkUs)));
});
if (result == 0 && fixedPoll < 0 && waitEmaUs != nullptr)
{
const double waited = std::chrono::duration<double, std::micro>(
std::chrono::steady_clock::now() - waitStart).count();
// Learn the completion time, not our own wait: the work finished between the last NOT_READY query
// and the successful one (at most one 200 us chunk apart), so the midpoint cannot ratchet upwards
double sample = lastNotReadyUs >= 0.0 ? 0.5 * (lastNotReadyUs + waited) : waited;
sample = std::min(sample, 20000.0);
*waitEmaUs = *waitEmaUs == 0.0 ? sample : 0.8 * *waitEmaUs + 0.2 * sample;
}
if (result == 0)
{
if (querySleep != nullptr) *querySleep = true;
// The event is already complete; this also flushes bridge kernel profiles.
return g.cu.eventSynchronize(feature.outputReadyEvent);
}
logf("output event query failed (%d); using context synchronization", result);
}
else
logf("output event record failed (%d); using context synchronization", recorded);
}
return g.cu.ctxSynchronize();
}
// A frame recorded for packed output whose output kernel then did not pack it (it was not the native one
// after all): the RGBA16F result is converted on the host, rounding as the kernel store and the game-side
// blit do. Slow, and only expected around a kernel change.
static int pack_output_on_host(Feature& feature, CudaMemcpy2D copy, size_t packedPitch, uint32_t frame)
{
const size_t width = feature.output.width, height = feature.output.height;
std::vector<uint16_t> halves(width * height * 4);
std::vector<uint32_t> packed(width * height);
const CudaDevicePtr target = copy.dstDevice;
copy.dstMemoryType = CUDA_MEMORY_HOST;
copy.dstHost = halves.data();
copy.dstPitch = width * 8;
int result = g.cu.memcpy2D(&copy);
if (result != 0)
return result;
const auto unorm = [](uint16_t half, float scale) {
float value = half_to_float(half);
value = value > 0.0f ? value : 0.0f;
value = value < 1.0f ? value : 1.0f;
return static_cast<uint32_t>(value * scale + 0.5f);
};
for (size_t texel = 0; texel < packed.size(); ++texel)
packed[texel] = unorm(halves[texel * 4], 1023.0f) | unorm(halves[texel * 4 + 1], 1023.0f) << 10 |
unorm(halves[texel * 4 + 2], 1023.0f) << 20 | unorm(halves[texel * 4 + 3], 3.0f) << 30;
CudaMemcpy2D upload = {};
upload.srcMemoryType = CUDA_MEMORY_HOST;
upload.srcHost = packed.data();
upload.srcPitch = width * 4;
upload.dstMemoryType = CUDA_MEMORY_DEVICE;
upload.dstDevice = target;
upload.dstPitch = packedPitch;
upload.WidthInBytes = width * 4;
upload.Height = height;
result = g.cu.memcpy2D(&upload);
logf("frame %u: output kernel did not pack its result; converted on the host (%d)", frame, result);
return result;
}
// VRAM interop, worker thread: copies the finished result into a free output
// slot's imported buffer and publishes it; evaluate() copies it on to the game.
static void publish_vram(Feature* feature, uint32_t frame, const FrameParams& params, FrameTiming& timing,
ProfileClock::time_point workerStart)
{
const auto start = ProfileClock::now();
// A split frame's second half reads slot frame % kOutputSlots; its previous
// reader, frame - kOutputSlots, ran before this frame's marker.
const int target = params.split ? static_cast<int>(frame % kOutputSlots) : claim_output_slot(feature);
if (target < 0)
{
logf("frame %u: no free output slot; dropping result", frame);
frame_retired(feature, frame);
return;
}
VramBuffer buffer = feature->outputs[target].vram;
const size_t rowBytes = static_cast<size_t>(feature->output.width) * 8;
CudaMemcpy2D copy = {};
copy.srcMemoryType = CUDA_MEMORY_ARRAY;
copy.srcArray = feature->output.array;
copy.dstMemoryType = CUDA_MEMORY_DEVICE;
copy.dstDevice = buffer.device;
copy.dstPitch = rowBytes;
copy.WidthInBytes = rowBytes;
copy.Height = feature->output.height;
if (params.outputInPlace != 0)
{
// no game-side copy was recorded: a result the output kernel did not redirect goes to the texture here
buffer.device = copy.dstDevice = params.outputInPlace;
copy.dstPitch = params.outputInPlacePitch;
buffer.bytes = static_cast<size_t>(params.outputInPlacePitch) * feature->output.height;
}
int result = rowBytes / (params.packedOutput ? 2 : 1) * feature->output.height > buffer.bytes ? -1
: feature->outputRedirected ? 0
: params.packedOutput ? pack_output_on_host(*feature, copy, params.outputInPlace != 0 ? copy.dstPitch
: rowBytes / 2, frame)
: copy_2d(copy);
if (result == 0)
{
const auto syncStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
const double cpuStart = timing.enabled ? profile_thread_cpu_ms() : -1.0;
result = synchronize_default_stream(*feature, &timing.outputSyncBlocking, &feature->publishWaitEmaUs);
if (timing.enabled)
{
timing.outputSyncWall = profile_ms(syncStart, ProfileClock::now());
const double cpuEnd = profile_thread_cpu_ms();
if (cpuStart >= 0.0 && cpuEnd >= 0.0)
timing.outputSyncCpu = std::max(0.0, cpuEnd - cpuStart);
}
}
if (result == 0 && timing.gpuEventsRecorded)
{
float gpuEvalMs = -1.0f;
if (g.cu.eventElapsedTime(&gpuEvalMs, feature->profileStart, feature->profileEnd) == 0)
timing.gpuEval = gpuEvalMs;
}
if (result != 0)
{
logf("frame %u: VRAM output copy failed: %d", frame, result);
std::lock_guard<std::mutex> lock(feature->outputMutex);
feature->outputs[target].lastReadFrame = 0;
frame_retired(feature, frame);
return;
}
static const bool arrayVerify = env_uint("D4R_SHIM_VRAM_ARRAY_VERIFY", 0) != 0;
if (arrayVerify)
{
// The result as DLSS left it in its array vs the buffer the game copies from.
std::vector<uint8_t> fromArray(rowBytes * feature->output.height), fromBuffer(fromArray.size());
CudaMemcpy2D readArray = copy;
readArray.dstMemoryType = CUDA_MEMORY_HOST;
readArray.dstHost = fromArray.data();
CudaMemcpy2D readBuffer = {};
readBuffer.srcMemoryType = CUDA_MEMORY_DEVICE;
readBuffer.srcDevice = buffer.device;
readBuffer.srcPitch = rowBytes;
readBuffer.dstMemoryType = CUDA_MEMORY_HOST;
readBuffer.dstHost = fromBuffer.data();
readBuffer.dstPitch = rowBytes;
readBuffer.WidthInBytes = rowBytes;
readBuffer.Height = feature->output.height;
if (g.cu.memcpy2D(&readArray) == 0 && g.cu.memcpy2D(&readBuffer) == 0)
{
size_t differing = 0;
for (size_t byte = 0; byte < fromArray.size(); ++byte)
differing += fromArray[byte] != fromBuffer[byte];
if (differing != 0 || frame <= 3 || frame % 120 == 0)
logf("frame %u VRAM output verify: %zu of %zu bytes differ between result array and buffer", frame,
differing, fromArray.size());
}
}
char dumpPath[MAX_PATH];
const bool saveRaw = output_dump_path(frame, dumpPath);
if (GetEnvironmentVariableA("D4R_SHIM_OUTPUT_HASH", nullptr, 0) != 0 || saveRaw)
{
HostPlane host;
uint8_t* pinned = saveRaw ? capture_pinned(dumpPath, rowBytes * feature->output.height) : nullptr;
if (pinned == nullptr)
host.fallback.resize(rowBytes * feature->output.height);
host.bytes = pinned != nullptr ? pinned : host.fallback.data();
host.width = feature->output.width;
host.height = feature->output.height;
host.rowBytes = rowBytes;
copy.dstMemoryType = CUDA_MEMORY_HOST;
copy.dstHost = host.bytes;
if (g.cu.memcpy2D(&copy) == 0)
{
log_output_hash(host, frame);
if (saveRaw && pinned != nullptr)
flush_capture_if_complete(frame); // already registered for writing
else if (saveRaw)
dump_output(host, frame, dumpPath);
}
else if (saveRaw)
logf("frame %u raw DLSS output readback failed", frame);
}
if (timing.enabled)
{
timing.d2hIssue = profile_ms(start, ProfileClock::now());
timing.download = timing.d2hIssue;
timing.worker = profile_ms(workerStart, ProfileClock::now());
}
finish_publish(feature, target, frame, params, timing, start);
}
// Worker. Streamline can create the feature at one quality's render size while the game still renders at
// another's (PRAGMATA starts with an Ultra Performance 854x480 frame on a Performance 1280x720 feature), and NGX
// rejects a subrect outside the feature's dynamic range on every frame until the game recreates it: a black
// screen. Recreate the NGX feature at the size actually rendered; the game's handle and output stay the same.
static bool recreate_for_render_size(Feature& feature, FrameParams& params, uint32_t frame)
{
if ((params.renderWidth == feature.cudaWidth && params.renderHeight == feature.cudaHeight) ||
(params.renderWidth == feature.refusedWidth && params.renderHeight == feature.refusedHeight))
return false;
logf("frame %u: NGX rejected render %ux%u on a %ux%u feature; recreating it at %ux%u", frame, params.renderWidth,
params.renderHeight, feature.cudaWidth, feature.cudaHeight, params.renderWidth, params.renderHeight);
// earlier frames' kernels may still be running on the old feature
synchronize_default_stream(feature);
if (feature.cudaHandle != nullptr)
g.ngx.releaseFeature(feature.cudaHandle);
feature.cudaHandle = nullptr;
void* p = feature.cudaParams;
d4r_ngx_set_uint(p, "Width", params.renderWidth);
d4r_ngx_set_uint(p, "Height", params.renderHeight);
const unsigned int featureId =
feature.rayReconstruction ? NGX_FEATURE_RAY_RECONSTRUCTION : NGX_FEATURE_SUPER_SAMPLING;
NgxResult created = g.ngx.createFeature(featureId, p, &feature.cudaHandle);
unsigned int width = params.renderWidth, height = params.renderHeight;
if (created != NGX_SUCCESS)
{
logf("frame %u: recreating the NGX feature at %ux%u failed (0x%08x); restoring %ux%u", frame, width, height,
created, feature.cudaWidth, feature.cudaHeight);
width = feature.cudaWidth;
height = feature.cudaHeight;
d4r_ngx_set_uint(p, "Width", width);
d4r_ngx_set_uint(p, "Height", height);
if (width != 0 && height != 0)
created = g.ngx.createFeature(featureId, p, &feature.cudaHandle);
feature.refusedWidth = created == NGX_SUCCESS ? params.renderWidth : 0;
feature.refusedHeight = created == NGX_SUCCESS ? params.renderHeight : 0;
if (created != NGX_SUCCESS)
{
logf("frame %u: restoring the NGX feature failed (0x%08x)", frame, created);
feature.cudaHandle = nullptr;
width = height = 0;
}
}
// a new feature has no history
feature.cudaWidth = width;
feature.cudaHeight = height;
params.reset = 1;
d4r_ngx_set_int(p, "Reset", 1);
return feature.cudaHandle != nullptr && width == params.renderWidth && height == params.renderHeight;
}
static bool wait_for_input_marker(Feature* feature, int slotIndex, uint32_t frame);
static void run_evaluation(Feature* feature, int slotIndex, uint32_t frame, FrameParams params, FrameTiming timing)
{
InputSlot& slot = feature->inputs[slotIndex];
const auto start = ProfileClock::now();
if (timing.enabled)
timing.workerWait = profile_ms(timing.workerQueued, start);
FrameTiming* stages = timing.enabled ? &timing : nullptr;
const bool overlapped = async_copies() && copy_streams() != nullptr;
if (timing.markerDeferred)
{
const auto markerStart = ProfileClock::now();
if (!wait_for_input_marker(feature, slotIndex, frame))
return;
if (timing.enabled)
timing.markerWait = profile_ms(markerStart, ProfileClock::now());
}
if (params.vram && env_uint("D4R_SHIM_VRAM_VERIFY", 0) == 0)
dump_vram_inputs(slot, frame, params, params.hasExposure ? 4 : 3);
const bool linearInputs = params.vram && feature->linearInputs;
bool ok = linearInputs ? ensure_linear_inputs(slot, params.hasExposure)
: params.vram ? upload_inputs_vram(*feature, slot, params.hasExposure, frame, stages)
: overlapped
? upload_inputs_async(*feature, slot, params.hasExposure, frame, stages)
: upload_plane(Plane::Color, slot.host[0], feature->color, frame, stages, 0) &&
upload_plane(Plane::Depth, slot.host[1], feature->depth, frame, stages, 1) &&
upload_plane(Plane::Motion, slot.host[2], feature->motion, frame, stages, 2) &&
(!params.hasExposure ||
upload_plane(Plane::Exposure, slot.host[3], feature->exposure, frame, stages, 3));
ok = ok && ensure_cuda_image(feature->output, feature->outputWidth, feature->outputHeight, CUDA_FORMAT_HALF, 4,
true, false);
const auto dilationStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
const CudaObject dilatedMotion = ok ? prepare_dilated_motion(*feature, slot, params) : 0;
// Ray Reconstruction: the auxiliary surfaces are copied in the same window as the four
// main planes, so the one synchronize below covers them as well. The lock is taken only
// around the copies and, later, around the evaluate - never across the synchronize, which
// is the one long wait here and would otherwise stall the game thread's next gather.
bool auxUploaded = false;
if (ok && feature->rayReconstruction)
{
{
std::lock_guard<std::mutex> lock(feature->auxMutex);
auxUploaded = upload_aux_inputs(*feature, slotIndex, frame);
if (auxUploaded)
dump_aux_guides(*feature, slotIndex, frame, params);
}
if (!auxUploaded)
{
slot.busy = false;
frame_retired(feature, frame);
return;
}
}
// Device-to-array copies (VRAM interop, staged uploads) return before they
// finish, and NGX does not evaluate on the stream they were issued on, so
// without this DLSS can sample a mix of this frame's and the previous
// frame's colour/depth/motion: invisible when the camera is still, beaded
// thin geometry in motion. D4R_SHIM_INPUT_SYNC=0 restores the old behaviour.
static const bool inputSync = env_uint("D4R_SHIM_INPUT_SYNC", 1) != 0;
// Linear inputs are already ready; other copies need completion before NGX samples them.
if (ok && (dilatedMotion != 0 || auxUploaded || (inputSync && !linearInputs)))
{
const int syncResult = synchronize_default_stream(*feature);
if (syncResult != 0)
{
logf("frame %u: input copy synchronize failed: %d", frame, syncResult);
ok = false;
}
}
if (dilatedMotion != 0 && ok)
{
params.motionDilation = env_uint("D4R_MOTION_DILATION", 0);
if (timing.enabled)
timing.motionDilationWall = profile_ms(dilationStart, ProfileClock::now());
}
slot.hostBusy = false; // the host planes are no longer needed
// The previous frame's download ran alongside these uploads.
complete_pending_download();
if (!ok)
{
slot.busy = false;
frame_retired(feature, frame);
return;
}
// The first frame NGX evaluates for a feature starts its history. Decided
// here, in evaluation order, so it does not depend on thread timing.
if (feature->evaluatedFrames++ == 0)
params.reset = 1;
set_evaluation_parameters(*feature, params);
// Held across the denoiser's evaluate too: the parameter object it is reading names
// &auxSurface.handle, which the game thread must not be able to move or erase meanwhile.
std::unique_lock<std::mutex> auxLock(feature->auxMutex, std::defer_lock);
if (feature->rayReconstruction)
{
auxLock.lock();
publish_aux_parameters(*feature, params, slot);
if (!publish_alpha_output(*feature, slot))
{
auxLock.unlock();
slot.busy = false;
frame_retired(feature, frame);
return;
}
}
if (linearInputs)
{
// the parameters point at these variables
feature->colorHandle = slot.linearTexture[0];
feature->depthHandle = slot.linearTexture[1];
feature->motionHandle = dilatedMotion != 0 ? dilatedMotion : slot.linearTexture[2];
feature->exposureHandle = params.hasExposure ? slot.linearTexture[3] : feature->exposureHandle;
}
static const bool outputDirect = env_uint("D4R_SHIM_OUTPUT_DIRECT", 0) != 0;
// The redirect is carried out by the native output kernel's stores (ZLUDA's compile of NVIDIA's kernel
// writes the array), so it is set while the previous frame's output kernel was the native one and
// undone below when this frame's was not.
const bool nativeOutput = g.cu.outputKernelNative == nullptr || g.cu.outputKernelNative() == 1;
if (outputDirect && feature->outputDirectAllowed && g.cu.setArrayRedirect != nullptr && feature->output.array != nullptr &&
(nativeOutput || feature->outputRedirected))
{
// split frames write their own slot; the staged path downloads from outputLinear
size_t rowBytes = static_cast<size_t>(feature->output.width) * 8;
const size_t bytes = rowBytes * feature->output.height;
CudaDevicePtr target = 0;
if (params.packedOutput)
rowBytes = static_cast<size_t>(feature->output.width) * 4;
if (params.vram && params.split && params.outputInPlace != 0)
{
target = params.outputInPlace;
rowBytes = params.outputInPlacePitch;
}
else if (params.vram && params.split && feature->outputs[frame % kOutputSlots].vram.bytes >= bytes)
target = feature->outputs[frame % kOutputSlots].vram.device;
if (params.packedOutput)
rowBytes |= 1; // the bridge's flag for R10G10B10A2 texels (row pitches are multiples of 8)
else if (!params.vram && overlapped && ensure_linear(feature->outputLinear, feature->outputLinearBytes, bytes))
target = feature->outputLinear;
const bool redirect = nativeOutput && target != 0 &&
g.cu.setArrayRedirect(feature->output.array, target, static_cast<uint32_t>(rowBytes)) == 0;
if (!redirect && feature->outputRedirected)
g.cu.setArrayRedirect(feature->output.array, 0, 0);
static bool logged = false;
if (redirect && !logged)
{
logf("frame %u: direct output (the native output kernel writes the shared buffer; no array copy)", frame);
logged = true;
}
feature->outputRedirected = redirect;
}
const int eventStartResult = timing.enabled && feature->profileEventsReady
? g.cu.eventRecord(feature->profileStart, nullptr) : -1;
const auto evalStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
// The core dispatches feature 13 to the denoiser it loaded, so this call is the same
// either way; only the feature id that created it differs.
NgxResult result = g.ngx.evaluateFeature(feature->cudaHandle, feature->cudaParams, nullptr);
if (result == NGX_FAIL_INVALID_PARAMETER && recreate_for_render_size(*feature, params, frame))
result = g.ngx.evaluateFeature(feature->cudaHandle, feature->cudaParams, nullptr);
if (auxLock.owns_lock())
auxLock.unlock();
if (feature->outputRedirected && g.cu.outputKernelNative != nullptr && g.cu.outputKernelNative() != 1)
{
// this frame's output kernel ignored the redirect: publish from the array as usual
g.cu.setArrayRedirect(feature->output.array, 0, 0);
feature->outputRedirected = false;
}
feature->packedReady = feature->outputRedirected;
const auto evalReturned = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
const int eventEndResult = eventStartResult == 0 ? g.cu.eventRecord(feature->profileEnd, nullptr) : -1;
const auto syncStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
// D4R_SHIM_EVAL_SYNC=0 (VRAM interop): no wait between NGX's kernels and the output copy queued
// behind them on the same stream; publish_vram synchronises before the result is released.
const int syncResult =
params.vram && !eval_sync_enabled() ? 0 : synchronize_default_stream(*feature, nullptr, &feature->evalWaitEmaUs);
const auto evaluated = ProfileClock::now();
const bool gpuEventsRecorded = eventStartResult == 0 && eventEndResult == 0;
float gpuEvalMs = -1.0f;
if (gpuEventsRecorded && syncResult == 0 && (!params.vram || eval_sync_enabled()) &&
g.cu.eventElapsedTime(&gpuEvalMs, feature->profileStart, feature->profileEnd) != 0)
gpuEvalMs = -1.0f;
// Keep the input slot owned until output completion, including linear reads.
if (result != NGX_SUCCESS || syncResult != 0)
{
logf("frame %u: CUDA_EvaluateFeature -> 0x%08x, sync %d", frame, result, syncResult);
slot.busy = false;
frame_retired(feature, frame);
return;
}
// The alpha surface is complete once the synchronize above has passed. A failure here drops
// the whole frame, exactly as a failed synchronize does: an accepted frame with an unwritten
// alpha would leave the caller believing it was written.
if (feature->rayReconstruction && !download_alpha_output(*feature, frame, params))
{
slot.busy = false;
frame_retired(feature, frame);
return;
}
if (timing.enabled)
{
timing.ngxHost = profile_ms(evalStart, evalReturned);
timing.ctxSync = profile_ms(syncStart, evaluated);
timing.gpuEval = gpuEvalMs;
timing.gpuEventsRecorded = gpuEventsRecorded && params.vram && !eval_sync_enabled();
}
if (params.vram)
{
publish_vram(feature, frame, params, timing, start);
slot.busy = false; // output synchronization completed all reads of this input slot
return;
}
const int hostIndex = static_cast<int>(feature->nextOutputHost++ % 2);
if (!wait_for_release(feature->outputHostBusy[hostIndex]))
{
logf("frame %u: output host buffer still busy; dropping result", frame);
frame_retired(feature, frame);
return;
}
if (overlapped)
{
if (!start_download(*feature, feature->outputHost[hostIndex], stages))
{
frame_retired(feature, frame);
return;
}
feature->outputHostBusy[hostIndex] = true;
if (timing.enabled)
timing.worker = profile_ms(start, ProfileClock::now());
g_pendingDownload = {feature, hostIndex, frame, params, timing};
// Without a queued frame to overlap, finish it now rather than add latency.
if (g.worker.pending() == 0)
complete_pending_download(true);
return;
}
if (!download_output(*feature, feature->outputHost[hostIndex], frame, stages))
{
frame_retired(feature, frame);
return;
}
feature->outputHostBusy[hostIndex] = true;
if (timing.enabled)
timing.worker = profile_ms(start, ProfileClock::now());
post_publish(feature, hostIndex, frame, params, timing);
}
// Waits for this frame's own input marker (the GPU reached the game's input copies). false: the frame was
// dropped (retired feature, skipped submission, timeout) and has been retired here.
static bool wait_for_input_marker(Feature* feature, int slotIndex, uint32_t frame)
{
InputSlot& slot = feature->inputs[slotIndex];
const auto start = std::chrono::steady_clock::now();
// A later input marker does not prove this slot's copies were submitted:
// the game may have discarded this frame's command list. Require its own
// tag, otherwise stale input data can enter DLSS's temporal history.
const volatile uint32_t* inputMarker = feature->markerValue + 1 + slotIndex;
while (*inputMarker != frame)
{
std::atomic_thread_fence(std::memory_order_acquire);
const bool skipped = static_cast<int32_t>(*feature->markerValue - frame) > 0;
// The GPU may have filled our slot between the loop condition and
// the aggregate-marker read. Recheck before deciding it was skipped.
if (*inputMarker == frame)
break;
if (feature->retiring.load() || skipped || std::chrono::steady_clock::now() - start > std::chrono::seconds(5))
{
logf("frame %u: %s waiting for GPU marker (at %u); dropping", frame,
feature->retiring.load() ? "feature retired while" : skipped ? "input submission skipped while" : "timed out",
*inputMarker);
slot.busy = false;
frame_retired(feature, frame);
return false;
}
// D4R_SHIM_MARKER_POLL_US: poll interval (0 = yield); detection latency is on the critical path
static const unsigned markerPollUs = env_uint("D4R_SHIM_MARKER_POLL_US", 200);
if (markerPollUs == 0)
std::this_thread::yield();
else
d4r_sleep_us(markerPollUs);
}
return true;
}
static void prepare_inputs(Feature* feature, int slotIndex, uint32_t frame, FrameParams params, FrameTiming timing)
{
InputSlot& slot = feature->inputs[slotIndex];
const auto start = ProfileClock::now();
// D4R_SHIM_DEFER_MARKER (default on): the worker waits for the game's copies itself, avoiding a thread
// wake-up between readiness and evaluation. The wait must precede every input read, including CUDA
// uploads and diagnostic readbacks; waiting only before NGX would copy stale data into its arrays.
static const bool deferMarker = env_uint("D4R_SHIM_DEFER_MARKER", 1) != 0 &&
env_uint("D4R_MOTION_DILATION", 0) == 0;
if (params.vram && deferMarker && env_uint("D4R_SHIM_VRAM_VERIFY", 0) == 0)
{
timing.markerDeferred = true;
if (timing.enabled)
{
timing.prepStart = start;
timing.prep = profile_ms(start, ProfileClock::now());
timing.workerQueued = ProfileClock::now();
}
g.worker.post([feature, slotIndex, frame, params, timing] {
run_evaluation(feature, slotIndex, frame, params, timing);
});
return;
}
if (!wait_for_input_marker(feature, slotIndex, frame))
return;
const auto ready = ProfileClock::now();
// With VRAM interop the inputs are already on the GPU; host staging runs
// only to cross-check them (D4R_SHIM_VRAM_VERIFY).
if (!params.vram || env_uint("D4R_SHIM_VRAM_VERIFY", 0) != 0)
{
if (!wait_for_release(slot.hostBusy))
{
logf("frame %u: host planes of slot %d still busy; dropping", frame, slotIndex);
slot.busy = false;
frame_retired(feature, frame);
return;
}
FrameTiming* stages = timing.enabled ? &timing : nullptr;
// Verification must not replace a pitch-linear texture's padded GPU stride
// with the tightly packed host stride.
stage_plane(Plane::Color, slot.color, slot.host[0], stages, 0, params.vram ? slot.host[0].rowBytes : 0);
stage_plane(Plane::Depth, slot.depth, slot.host[1], stages, 1, params.vram ? slot.host[1].rowBytes : 0);
stage_plane(Plane::Motion, slot.motion, slot.host[2], stages, 2, params.vram ? slot.host[2].rowBytes : 0);
log_motion_stats(slot.host[2], slot.host[0], frame);
if (params.hasExposure)
stage_plane(Plane::Exposure, slot.exposure, slot.host[3], stages, 3,
params.vram ? slot.host[3].rowBytes : 0);
char dumpDirectory[MAX_PATH];
if (input_dump_directory(frame, dumpDirectory))
dump_input_planes(slot.host, frame, params, dumpDirectory);
slot.hostBusy = true;
}
if (!params.vram)
slot.busy = false; // the readback buffers are no longer needed
if (timing.enabled)
{
timing.prepStart = start;
timing.markerWait = profile_ms(start, ready);
timing.prep = profile_ms(start, ProfileClock::now());
timing.workerQueued = ProfileClock::now();
}
g.worker.post([feature, slotIndex, frame, params, timing] {
run_evaluation(feature, slotIndex, frame, params, timing);
});
}
// Picks a result slot that no queued command list still copies from, and
// marks it so evaluate() does not present it while it is rewritten. A reader
// frame's output copy is recorded after its marker, so the GPU is past it
// only once a later frame's marker has landed. Waits briefly for that.
static int claim_output_slot(Feature* feature)
{
const auto start = std::chrono::steady_clock::now();
for (;;)
{
{
std::lock_guard<std::mutex> lock(feature->outputMutex);
const uint32_t gpuFrame = *feature->markerValue;
for (int index = 0; index < kOutputSlots; ++index)
{
if (index == feature->latestOutput.load())
continue;
if (static_cast<int32_t>(gpuFrame - feature->outputs[index].lastReadFrame.load()) > 0)
{
feature->outputs[index].lastReadFrame = 0x7fffffffu + gpuFrame;
return index;
}
}
}
if (std::chrono::steady_clock::now() - start > std::chrono::milliseconds(50))
return -1;
d4r_sleep_us(200);
}
}
// Makes `target` the result evaluate() presents and retires the frame.
static void finish_publish(Feature* feature, int target, uint32_t frame, const FrameParams& params,
const FrameTiming& timing, ProfileClock::time_point start)
{
{
std::lock_guard<std::mutex> lock(feature->outputMutex);
feature->outputs[target].lastReadFrame = 0;
feature->outputs[target].producedFrame = frame;
feature->latestOutput = target;
}
const uint32_t completed = ++feature->completedFrames;
frame_retired(feature, frame);
const auto finished = ProfileClock::now();
if (timing.enabled)
{
static thread_local ProfileClock::time_point lastFinished;
const double interval = lastFinished.time_since_epoch().count() != 0
? profile_ms(lastFinished, finished) : -1.0;
lastFinished = finished;
const InputSlot& slot = feature->inputs[frame % kSlots];
logf("D4R_PROFILE frame=%u render=%ux%u output=%ux%u color=%ux%u depth=%ux%u "
"motion=%ux%u exposure=%d quality=%d flags=0x%x preset=%u "
"jitter=%.6f,%.6f mv_scale=%.3f,%.3f reset=%d pre_exposure=%.6f exposure_scale=%.6f "
"frame_dt=%.3f game_interval=%.3f "
"queue_depth=%zu queue_wait=%.3f marker_wait=%.3f slot_wait=%.3f "
"d3d_input_record=%.3f d3d_output_record=%.3f game_call=%.3f "
"color_convert=%.3f depth_convert=%.3f motion_convert=%.3f exposure_convert=%.3f "
"color_h2d=%.3f depth_h2d=%.3f motion_h2d=%.3f exposure_h2d=%.3f "
"ngx_host=%.3f ctx_sync=%.3f gpu_eval=%.3f output_sync_wall=%.3f "
"output_sync_cpu=%.3f output_sync_blocking=%d output_sync_method=%s d2h=%.3f output_convert=%.3f "
"h2d_total=%.3f d2h_issue=%.3f d2h_wait=%.3f "
"prep=%.3f worker_wait=%.3f worker=%.3f finish_wait=%.3f finish=%.3f pipeline=%.3f "
"throughput_interval=%.3f presented=%u age=%d motion_dilation=%u motion_dilation_wall=%.3f",
frame, params.renderWidth, params.renderHeight, feature->outWidth, feature->outHeight,
slot.host[0].width, slot.host[0].height, slot.host[1].width, slot.host[1].height,
slot.host[2].width, slot.host[2].height, params.hasExposure, feature->quality, feature->flags,
feature->preset, params.jitterX, params.jitterY, params.mvScaleX, params.mvScaleY,
params.reset, params.preExposure, params.exposureScale, params.frameTime, timing.gameInterval,
timing.queueDepth, profile_ms(timing.queuedAt, timing.prepStart), timing.markerWait, timing.slotWait,
timing.inputRecord, timing.outputRecord, timing.gameCall,
timing.convert[0], timing.convert[1], timing.convert[2], timing.convert[3],
timing.upload[0], timing.upload[1], timing.upload[2], timing.upload[3],
timing.ngxHost, timing.ctxSync, timing.gpuEval, timing.outputSyncWall, timing.outputSyncCpu,
timing.outputSyncBlocking, timing.outputSyncBlocking ? "event_query_sleep" : "context",
timing.download, timing.outputConvert,
timing.h2dTotal, timing.d2hIssue, timing.d2hWait,
timing.prep, timing.workerWait, timing.worker, timing.finishWait, profile_ms(start, finished),
profile_ms(timing.prepStart, finished), interval,
timing.presentedFrame, timing.presentedFrame != 0 ? static_cast<int>(frame - timing.presentedFrame) : -1,
params.motionDilation, timing.motionDilationWall);
}
if (completed <= 5 || completed % 120 == 0)
logf("frame %u done (slot %d)", frame, target);
}
static void publish_output(Feature* feature, int hostIndex, uint32_t frame, FrameParams params, FrameTiming timing)
{
const auto start = ProfileClock::now();
if (timing.enabled)
timing.finishWait = profile_ms(timing.finishQueued, start);
const int target = claim_output_slot(feature);
if (target < 0)
{
feature->outputHostBusy[hostIndex] = false;
logf("frame %u: no free output slot; dropping result", frame);
frame_retired(feature, frame);
return;
}
write_output(feature->outputs[target].staging, feature->outputHost[hostIndex], timing.enabled ? &timing : nullptr);
feature->outputHostBusy[hostIndex] = false;
finish_publish(feature, target, frame, params, timing, start);
}
// Waits until every frame queued so far has passed through all three stages.
static void drain_pipeline()
{
g.prep.call([] { return 0; });
g.worker.call([] {
complete_pending_download();
return 0;
});
g.finish.call([] { return 0; });
}
static void release_feature(Feature* feature);
static void destroy_recorded_resources(Feature* feature);
static void finish_shutdown();
class DeferredResources final : public IUnknown
{
public:
explicit DeferredResources(Feature* feature) : feature_(feature) { ++g.resourceOwners; }
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, void** out) override
{
if (out == nullptr) return E_POINTER;
*out = nullptr;
if (iid != __uuidof(IUnknown)) return E_NOINTERFACE;
*out = static_cast<IUnknown*>(this);
AddRef();
return S_OK;
}
ULONG STDMETHODCALLTYPE AddRef() override { return ++refs_; }
ULONG STDMETHODCALLTYPE Release() override
{
const ULONG remaining = --refs_;
if (remaining == 0)
g.cleanup.post([this] {
destroy_recorded_resources(feature_);
delete this;
--g.resourceOwners;
finish_shutdown();
});
return remaining;
}
private:
std::atomic<ULONG> refs_{1};
Feature* feature_;
};
// --- exported NGX D3D12 API ------------------------------------------------------
#define D4R_EXPORT extern "C" __declspec(dllexport)
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_Init(unsigned long long applicationId, const wchar_t* dataPath,
ID3D12Device* device, const NgxFeatureCommonInfo* featureInfo,
unsigned int sdkVersion)
{
logf("NVSDK_NGX_D3D12_Init(app=%llu, device=%p, sdk=0x%x)", applicationId, device, sdkVersion);
return initialize(applicationId, dataPath, device, featureInfo, sdkVersion);
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_Init_Ext(unsigned long long applicationId, const wchar_t* dataPath,
ID3D12Device* device, unsigned int sdkVersion,
const NgxFeatureCommonInfo* featureInfo)
{
logf("NVSDK_NGX_D3D12_Init_Ext(app=%llu, device=%p, sdk=0x%x)", applicationId, device, sdkVersion);
return initialize(applicationId, dataPath, device, featureInfo, sdkVersion);
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_Init_ProjectID(const char* projectId, int engineType, const char* engineVersion,
const wchar_t* dataPath, ID3D12Device* device,
unsigned int sdkVersion, const NgxFeatureCommonInfo* featureInfo)
{
logf("NVSDK_NGX_D3D12_Init_ProjectID(project=%s, engine=%d %s, device=%p, sdk=0x%x)",
projectId != nullptr ? projectId : "", engineType, engineVersion != nullptr ? engineVersion : "", device,
sdkVersion);
ProjectIdentity project;
project.id = projectId != nullptr ? projectId : "";
project.engineType = engineType;
project.engineVersion = engineVersion != nullptr ? engineVersion : "";
return initialize(0, dataPath, device, featureInfo, sdkVersion, &project);
}
// Parameter objects handed to callers are the shim's own implementation: the
// CUDA-path objects of the official core cannot hold D3D12 resources.
static std::mutex g_parametersMutex;
static std::vector<void*> g_ownedParameters;
static void* new_parameters()
{
void* parameters = d4r_ngx_parameters_create();
std::lock_guard<std::mutex> lock(g_parametersMutex);
g_ownedParameters.push_back(parameters);
return parameters;
}
// Copies the official capability values (availability, driver requirements,
// and the optimal-settings/stats callbacks, which work on any parameter
// implementation) into one of our parameter objects.
// Reads the denoising family out of the core's own capability parameters. Worker only.
static void refresh_denoiser_capability()
{
void* official = nullptr;
if (g.ngx.getCapabilityParameters == nullptr || g.ngx.getCapabilityParameters(&official) != NGX_SUCCESS ||
official == nullptr)
return;
DenoiserCapability capability;
int available = 0;
capability.available =
d4r_ngx_get_int(official, "SuperSamplingDenoising.Available", &available) == NGX_SUCCESS ? available : 0;
int initResult = 0;
capability.initResult =
d4r_ngx_get_int(official, "SuperSamplingDenoising.FeatureInitResult", &initResult) == NGX_SUCCESS
? initResult
: static_cast<int>(NGX_FAIL_NOT_INITIALIZED);
capability.known = true;
g.ngx.destroyParameters(official);
std::lock_guard<std::mutex> lock(g_denoiserCapabilityMutex);
g_denoiserCapability = capability;
}
static NgxResult fill_capabilities(void* parameters)
{
return g.worker.call([&]() -> NgxResult {
void* official = nullptr;
const NgxResult result = g.ngx.getCapabilityParameters(&official);
if (result != NGX_SUCCESS || official == nullptr)
return result;
const char* integers[] = {"SuperSampling.Available", "SuperSampling.NeedsUpdatedDriver",
"SuperSampling.FeatureInitResult"};
for (const char* name : integers)
{
int value = 0;
if (d4r_ngx_get_int(official, name, &value) == NGX_SUCCESS)
d4r_ngx_set_int(parameters, name, value);
}
const char* unsignedValues[] = {"SuperSampling.MinDriverVersionMajor", "SuperSampling.MinDriverVersionMinor"};
for (const char* name : unsignedValues)
{
unsigned int value = 0;
if (d4r_ngx_get_uint(official, name, &value) == NGX_SUCCESS)
d4r_ngx_set_uint(parameters, name, value);
}
// DLSSDOptimalSettingsCallback is not optional decoration: the SDK's helpers call it to
// work out the render dimensions, so a Ray Reconstruction route that dropped it would
// misbehave in a way that looks like a game bug. Forwarded exactly as the Super
// Sampling pair already is - no new ABI is invented here.
const char* pointers[] = {"DLSSOptimalSettingsCallback", "DLSSGetStatsCallback",
"DLSSDOptimalSettingsCallback", "DLSSDGetStatsCallback"};
for (const char* name : pointers)
{
void* value = nullptr;
if (d4r_ngx_get_void(official, name, &value) == NGX_SUCCESS && value != nullptr)
d4r_ngx_set_void(parameters, name, value);
}
// The denoising family is the core's own account of the denoiser it loaded, so it is
// passed through rather than re-derived here - and cached, because it is also what
// decides whether Ray Reconstruction may be created at all.
refresh_denoiser_capability();
const char* denoisingInts[] = {"SuperSamplingDenoising.Available",
"SuperSamplingDenoising.NeedsUpdatedDriver",
"SuperSamplingDenoising.FeatureInitResult"};
for (const char* name : denoisingInts)
{
int value = 0;
if (d4r_ngx_get_int(official, name, &value) == NGX_SUCCESS)
d4r_ngx_set_int(parameters, name, value);
}
const char* denoisingUnsigned[] = {"SuperSamplingDenoising.MinDriverVersionMajor",
"SuperSamplingDenoising.MinDriverVersionMinor"};
for (const char* name : denoisingUnsigned)
{
unsigned int value = 0;
if (d4r_ngx_get_uint(official, name, &value) == NGX_SUCCESS)
d4r_ngx_set_uint(parameters, name, value);
}
// D4R_RR_ENABLE=0 is this file's decision and outranks what the core reports: with the
// route switched off, availability reads 0 and the callbacks are cleared, so a game
// cannot reach a denoiser route that is not being offered.
if (!rr_enabled())
{
d4r_ngx_set_int(parameters, "SuperSamplingDenoising.Available", 0);
d4r_ngx_set_int(parameters, "SuperSamplingDenoising.FeatureInitResult",
static_cast<int>(NGX_FAIL_FEATURE_NOT_SUPPORTED));
d4r_ngx_set_void(parameters, "DLSSDOptimalSettingsCallback", nullptr);
d4r_ngx_set_void(parameters, "DLSSDGetStatsCallback", nullptr);
}
const DenoiserCapability capability = denoiser_capability();
logf("denoiser capabilities from the core: available=%d init=0x%08x (Ray Reconstruction %s)",
capability.available, static_cast<unsigned int>(capability.initResult),
rr_denial_reason());
g.ngx.destroyParameters(official);
return NGX_SUCCESS;
});
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_GetParameters(void** parameters)
{
if (!g.ngxInitialized)
return NGX_FAIL_NOT_INITIALIZED;
*parameters = new_parameters();
return fill_capabilities(*parameters);
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_AllocateParameters(void** parameters)
{
if (!g.ngxInitialized)
return NGX_FAIL_NOT_INITIALIZED;
*parameters = new_parameters();
return NGX_SUCCESS;
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_GetCapabilityParameters(void** parameters)
{
if (!g.ngxInitialized)
return NGX_FAIL_NOT_INITIALIZED;
*parameters = new_parameters();
const NgxResult result = fill_capabilities(*parameters);
int available = -1, initResult = -1, needsDriver = -1, denoising = -1, denoisingInit = -1;
d4r_ngx_get_int(*parameters, "SuperSampling.Available", &available);
d4r_ngx_get_int(*parameters, "SuperSampling.FeatureInitResult", &initResult);
d4r_ngx_get_int(*parameters, "SuperSampling.NeedsUpdatedDriver", &needsDriver);
d4r_ngx_get_int(*parameters, "SuperSamplingDenoising.Available", &denoising);
d4r_ngx_get_int(*parameters, "SuperSamplingDenoising.FeatureInitResult", &denoisingInit);
logf("NVSDK_NGX_D3D12_GetCapabilityParameters -> 0x%08x, SuperSampling.Available=%d FeatureInitResult=0x%08x "
"NeedsUpdatedDriver=%d, SuperSamplingDenoising.Available=%d FeatureInitResult=0x%08x",
result, available, static_cast<unsigned int>(initResult), needsDriver, denoising,
static_cast<unsigned int>(denoisingInit));
return result;
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_DestroyParameters(void* parameters)
{
{
std::lock_guard<std::mutex> lock(g_parametersMutex);
for (auto it = g_ownedParameters.begin(); it != g_ownedParameters.end(); ++it)
if (*it == parameters)
{
g_ownedParameters.erase(it);
d4r_ngx_parameters_destroy(parameters);
return NGX_SUCCESS;
}
}
return NGX_FAIL_INVALID_PARAMETER;
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_GetScratchBufferSize(unsigned int, const void*, size_t* size)
{
// Scratch memory for the CUDA path is allocated internally.
if (size != nullptr)
*size = 0;
return NGX_SUCCESS;
}
// nvsdk_ngx.h: NVSDK_NGX_D3D12_GetFeatureRequirements(IDXGIAdapter *Adapter,
// const NVSDK_NGX_FeatureDiscoveryInfo *FeatureDiscoveryInfo,
// NVSDK_NGX_FeatureRequirement *OutSupported). The feature is NOT a separate argument: it is
// FeatureDiscoveryInfo->FeatureID (defs.h, the field after SDKVersion), and the first argument
// is the display adapter, which must never be read as a feature id.
//
// This answer is derived from d4r's own state alone. The earlier version forwarded the query
// to the NGX core's CUDA entry point on the shim's worker thread and, for feature 13, called
// the denoiser's discovery export before Init. Those calls turn a requirements query that
// OptiScaler hooks into a cross-binary handoff: inside a Steam runtime that reorders module
// loads, OptiScaler's follow-up scan of its own support lists then read memory the other
// binary had already released (deterministic EXCEPTION_ACCESS_VIOLATION inside OptiScaler's
// dxgi.dll; see the repo's Cyberpunk notes). The requirements answer carries no state that is
// not already authoritative elsewhere: Ray Reconstruction's real gate is the CreateFeature
// check plus the core's denoiser account reported through GetCapabilityParameters, both of
// which run after their CUDA context exists.
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_GetFeatureRequirements(void* adapter, const void* discovery,
NgxFeatureRequirement* requirement)
{
if (requirement == nullptr)
return NGX_SUCCESS;
// NVSDK_NGX_FeatureDiscoveryInfo: { NVSDK_NGX_Version SDKVersion; NVSDK_NGX_Feature FeatureID; ... },
// both enums, so FeatureID is the unsigned int at offset 4.
unsigned int feature = 0;
if (discovery != nullptr)
std::memcpy(&feature, static_cast<const char*>(discovery) + sizeof(unsigned int), sizeof(feature));
std::memset(requirement, 0, sizeof(*requirement));
if (feature != NGX_FEATURE_SUPER_SAMPLING && feature != NGX_FEATURE_RAY_RECONSTRUCTION)
{
requirement->FeatureSupported = 1; // not supported
return NGX_SUCCESS;
}
// The local switch is checked before any core appears: with D4R_RR_ENABLE=0 this process
// is not offering Ray Reconstruction, and no core answer may override that.
if (feature == NGX_FEATURE_RAY_RECONSTRUCTION && !rr_enabled())
{
requirement->FeatureSupported = 1; // not supported
logf("Ray Reconstruction is not supported: %s", rr_denial_reason());
return NGX_SUCCESS;
}
// CPU-side adapter identity only; safe before Init and without any CUDA context.
if (adapter != nullptr && !g.ngxInitialized)
{
DXGI_ADAPTER_DESC desc = {};
if (SUCCEEDED(static_cast<IDXGIAdapter*>(adapter)->GetDesc(&desc)))
set_cuda_adapter_luid(desc.AdapterLuid);
}
{
std::lock_guard<std::mutex> lock(g.mutex);
// Load the provider without initializing NGX: creation keeps the game's identity, and
// feature 13's acceptance is decided later from ray_reconstruction_available().
if (ensure_workers_started() != NGX_SUCCESS || (g.core == nullptr && !load_libraries()))
return NGX_FAIL_PLATFORM_ERROR;
if (feature == NGX_FEATURE_RAY_RECONSTRUCTION)
load_denoiser_library();
}
const bool supported = feature == NGX_FEATURE_SUPER_SAMPLING
? true
: (g.ngxInitialized ? ray_reconstruction_available() : g.denoiser.cudaCapable);
if (!supported)
{
requirement->FeatureSupported = 1; // not supported
if (feature == NGX_FEATURE_RAY_RECONSTRUCTION)
logf("Ray Reconstruction is not supported: %s",
g.ngxInitialized ? rr_denial_reason() : "no CUDA-capable DLSS-Denoiser for pre-Init discovery");
return NGX_SUCCESS;
}
requirement->FeatureSupported = 0; // supported (NVSDK_NGX_FeatureSupportResult bitfield)
requirement->MinHWArchitecture = 0x160;
return NGX_SUCCESS;
}
static unsigned int get_uint_or(void* parameters, const char* name, unsigned int fallback)
{
unsigned int value = fallback;
if (d4r_ngx_get_uint(parameters, name, &value) != NGX_SUCCESS)
{
int signedValue = 0;
if (d4r_ngx_get_int(parameters, name, &signedValue) == NGX_SUCCESS)
return static_cast<unsigned int>(signedValue);
return fallback;
}
return value;
}
static int get_int_or(void* parameters, const char* name, int fallback)
{
int value = fallback;
if (d4r_ngx_get_int(parameters, name, &value) != NGX_SUCCESS)
{
unsigned int unsignedValue = 0;
if (d4r_ngx_get_uint(parameters, name, &unsignedValue) == NGX_SUCCESS)
return static_cast<int>(unsignedValue);
return fallback;
}
return value;
}
static float get_float_or(void* parameters, const char* name, float fallback)
{
float value = fallback;
return d4r_ngx_get_float(parameters, name, &value) == NGX_SUCCESS ? value : fallback;
}
static bool engine_requested();
// Called on the game thread with the feature API lock held. All CUDA resources are made on its worker.
// Vulkan-only K features retain just their creation settings until a frame actually needs CUDA.
static NgxResult create_cuda_feature(Feature& feature)
{
static const char* const kSuperSamplingPresets[] = {
"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"};
static const char* const kRayReconstructionPresets[] = {
"RayReconstruction.Hint.Render.Preset.DLAA", "RayReconstruction.Hint.Render.Preset.Quality",
"RayReconstruction.Hint.Render.Preset.Balanced", "RayReconstruction.Hint.Render.Preset.Performance",
"RayReconstruction.Hint.Render.Preset.UltraPerformance", "RayReconstruction.Hint.Render.Preset.UltraQuality"};
const bool rayReconstruction = feature.rayReconstruction;
const char* const* presetNames = rayReconstruction ? kRayReconstructionPresets : kSuperSamplingPresets;
const NgxResult result = g.worker.call([&]() -> NgxResult {
NgxResult allocation = g.ngx.allocateParameters(&feature.cudaParams);
if (allocation != NGX_SUCCESS)
return allocation;
void* p = feature.cudaParams;
if (rayReconstruction)
{
// The CUDA denoiser reads creation dimensions through Get(int*),
// unlike Super Sampling's Get(unsigned int*) contract.
d4r_ngx_set_int(p, "Width", static_cast<int>(feature.width));
d4r_ngx_set_int(p, "Height", static_cast<int>(feature.height));
d4r_ngx_set_int(p, "OutWidth", static_cast<int>(feature.outWidth));
d4r_ngx_set_int(p, "OutHeight", static_cast<int>(feature.outHeight));
}
else
{
d4r_ngx_set_uint(p, "Width", feature.width);
d4r_ngx_set_uint(p, "Height", feature.height);
d4r_ngx_set_uint(p, "OutWidth", feature.outWidth);
d4r_ngx_set_uint(p, "OutHeight", feature.outHeight);
}
d4r_ngx_set_int(p, "PerfQualityValue", feature.quality);
d4r_ngx_set_int(p, "DLSS.Feature.Create.Flags", feature.flags);
d4r_ngx_set_int(p, "DLSS.Enable.Output.Subrects", feature.subrects);
d4r_ngx_set_uint(p, "CreationNodeMask", 1);
d4r_ngx_set_uint(p, "VisibilityNodeMask", 1);
for (int index = 0; index < 6; ++index)
d4r_ngx_set_uint(p, presetNames[index], feature.creationPresets[index]);
if (rayReconstruction)
for (size_t index = 0; index < sizeof(kAuxScalars) / sizeof(kAuxScalars[0]); ++index)
d4r_ngx_set_int(p, kAuxScalars[index].name, feature.auxScalarBaseline[index]);
if (g.cu.memAlloc(&feature.scratch, 64ull * 1024 * 1024) == 0)
{
d4r_ngx_set_void(p, "Scratch", reinterpret_cast<void*>(static_cast<uintptr_t>(feature.scratch)));
d4r_ngx_set_ull(p, "Scratch.SizeInBytes", 64ull * 1024 * 1024);
}
else
feature.scratch = 0;
// The core owns the denoiser: it loads nvngx_dlssd.dll, knows its kernel map, and
// dispatches feature 13 to it. Only the feature id differs from Super Sampling.
const NgxResult created = g.ngx.createFeature(
rayReconstruction ? NGX_FEATURE_RAY_RECONSTRUCTION : NGX_FEATURE_SUPER_SAMPLING, p, &feature.cudaHandle);
if (created != NGX_SUCCESS)
{
if (feature.cudaHandle != nullptr) g.ngx.releaseFeature(feature.cudaHandle);
feature.cudaHandle = nullptr;
g.ngx.destroyParameters(feature.cudaParams); feature.cudaParams = nullptr;
if (feature.scratch != 0) g.cu.memFree(feature.scratch);
feature.scratch = 0;
return created;
}
feature.cudaWidth = feature.width;
feature.cudaHeight = feature.height;
if (created == NGX_SUCCESS && env_uint("D4R_SHIM_BLOCKING_SYNC", 1) != 0 &&
g.cu.eventCreate != nullptr && g.cu.eventRecord != nullptr &&
g.cu.eventSynchronize != nullptr && g.cu.eventQuery != nullptr && g.cu.eventDestroy != nullptr)
{
// Explicit query/sleep waits avoid HIP's spinning event-sync path.
// Timing is unnecessary for this completion event.
constexpr unsigned int kBlockingSyncNoTiming = 0x1u | 0x2u;
const int eventResult = g.cu.eventCreate(&feature.outputReadyEvent, kBlockingSyncNoTiming);
if (eventResult != 0)
{
logf("blocking output wait unavailable (cuEventCreate %d); using context sync", eventResult);
feature.outputReadyEvent = nullptr;
}
else
logf("output event query/sleep wait enabled for this feature");
}
if (created == NGX_SUCCESS && profile_enabled() && g.cu.eventCreate != nullptr &&
g.cu.eventRecord != nullptr && g.cu.eventElapsedTime != nullptr && g.cu.eventDestroy != nullptr)
{
const int startResult = g.cu.eventCreate(&feature.profileStart, 0);
const int endResult = startResult == 0 ? g.cu.eventCreate(&feature.profileEnd, 0) : -1;
feature.profileEventsReady = startResult == 0 && endResult == 0;
if (!feature.profileEventsReady)
{
logf("D4R_PROFILE: CUDA event creation failed (%d, %d)", startResult, endResult);
if (feature.profileStart != nullptr)
g.cu.eventDestroy(feature.profileStart);
if (feature.profileEnd != nullptr)
g.cu.eventDestroy(feature.profileEnd);
feature.profileStart = feature.profileEnd = nullptr;
}
}
return created;
});
logf("NVSDK_NGX_CUDA_CreateFeature(feature=%u) -> 0x%08x",
rayReconstruction ? NGX_FEATURE_RAY_RECONSTRUCTION : NGX_FEATURE_SUPER_SAMPLING, result);
if (result == NGX_SUCCESS) feature.cudaCreationDeferred = false;
return result;
}
static NgxResult create_feature(unsigned int featureId, void* parameters, NgxHandle** handle, bool nativeVulkan)
{
std::lock_guard<std::mutex> apiLock(g_featureApiMutex);
std::lock_guard<std::mutex> stateLock(g.mutex);
if (!g.ngxInitialized)
return NGX_FAIL_NOT_INITIALIZED;
if (!nativeVulkan && g.device == nullptr)
return NGX_FAIL_NOT_INITIALIZED;
if (!nativeVulkan)
std::call_once(g_vk.once, init_vram_interop);
if (!nativeVulkan && g_vk.lifetime == nullptr)
{
logf("DLSS requires lifetime-aware d4r d3d12.dll/d3d12core.dll; update both files with the shim");
return NGX_FAIL_PLATFORM_ERROR;
}
// Two features are served here. Super Sampling is feature 1 and Ray Reconstruction
// feature 13; the NGX core dispatches the second to the denoiser it loaded, and is
// offered feature 13 only once it has reported that denoiser working.
const bool rayReconstruction = featureId == NGX_FEATURE_RAY_RECONSTRUCTION;
// The native Vulkan frontend stages only Super Sampling's four inputs, not the denoiser's guides.
if ((featureId != NGX_FEATURE_SUPER_SAMPLING && !rayReconstruction) || (rayReconstruction && nativeVulkan))
{
logf("NVSDK_NGX_D3D12_CreateFeature(feature=%u) unsupported", featureId);
return NGX_FAIL_FEATURE_NOT_SUPPORTED;
}
if (rayReconstruction)
{
// A game may create feature 13 without ever asking for capabilities, so the core's
// account of the denoiser is fetched here if it has not been already.
g.worker.call([] { refresh_denoiser_capability(); return 0; });
}
if (rayReconstruction && !ray_reconstruction_available())
{
logf("NVSDK_NGX_D3D12_CreateFeature(feature=%u) unavailable: %s", featureId, rr_denial_reason());
return NGX_FAIL_FEATURE_NOT_SUPPORTED;
}
if (parameters == nullptr || handle == nullptr)
{
logf("NVSDK_NGX_D3D12_CreateFeature(feature=%u): no parameters or handle", featureId);
return NGX_FAIL_INVALID_PARAMETER;
}
auto* feature = new Feature();
feature->nativeVulkan = nativeVulkan;
feature->width = get_uint_or(parameters, "Width", 0);
feature->height = get_uint_or(parameters, "Height", 0);
feature->outWidth = get_uint_or(parameters, "OutWidth", 0);
feature->outHeight = get_uint_or(parameters, "OutHeight", 0);
const int quality = get_int_or(parameters, "PerfQualityValue", 0);
const int flags = get_int_or(parameters, "DLSS.Feature.Create.Flags", 0);
feature->quality = quality;
feature->flags = flags;
const int subrects = get_int_or(parameters, "DLSS.Enable.Output.Subrects", 0);
feature->outputSubrects = subrects;
// The render preset is chosen by two independent knobs. D4R_DLSS_PRESET forces the
// Super Sampling model (NVSDK_NGX_DLSS_Hint_Render_Preset, e.g. 5 = E) and touches only
// Super Sampling features; D4R_RR_PRESET forces the Ray Reconstruction model
// (NVSDK_NGX_RayReconstruction_Hint_Render_Preset, D = 4, E = 5) and touches only
// Ray Reconstruction features. Neither one silently becomes the other.
static const char* const kSuperSamplingPresets[] = {
"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"};
static const char* const kRayReconstructionPresets[] = {
"RayReconstruction.Hint.Render.Preset.DLAA", "RayReconstruction.Hint.Render.Preset.Quality",
"RayReconstruction.Hint.Render.Preset.Balanced", "RayReconstruction.Hint.Render.Preset.Performance",
"RayReconstruction.Hint.Render.Preset.UltraPerformance", "RayReconstruction.Hint.Render.Preset.UltraQuality"};
const char* const* presetNames = rayReconstruction ? kRayReconstructionPresets : kSuperSamplingPresets;
unsigned int presets[6];
for (int index = 0; index < 6; ++index)
presets[index] = get_uint_or(parameters, presetNames[index], 0);
const std::string forced = env_string(d4r_render_preset_variable(rayReconstruction));
const auto presetOverride = d4r_parse_render_preset_override(forced.c_str());
if (presetOverride.enabled)
{
const unsigned int value = presetOverride.value;
const char* model = value == 5 ? "E" : value == 11 ? "K" : value == 12 ? "L" : value == 13 ? "M" : "custom";
logf("DLSS model override: D4R_DLSS_PRESET=%s (model %s) overrides game/OptiScaler presets "
"[DLAA=%u Quality=%u Balanced=%u Performance=%u UltraPerformance=%u UltraQuality=%u]; "
"using preset=%u for all quality modes",
forced.c_str(), model, presets[0], presets[1], presets[2], presets[3], presets[4], presets[5], value);
}
presetOverride.apply(presets);
feature->preset = presets[1];
// Direct output needs the native output kernel of the preset in use (verified: K = 11 through
// hiluma_engine_output, M = 13 through rrlite_downsample_kernel, its last kernel). Only a forced
// Super Sampling preset qualifies; a Ray Reconstruction preset never does here.
if (!forced.empty() && !rayReconstruction)
{
char allowed[128] = "11,13";
if (const std::string list = env_string("D4R_SHIM_OUTPUT_DIRECT_PRESETS"); !list.empty())
snprintf(allowed, sizeof(allowed), "%s", list.c_str());
for (char* token = strtok(allowed, ","); token != nullptr; token = strtok(nullptr, ","))
feature->outputDirectAllowed |= strtoul(token, nullptr, 0) == presets[1];
}
feature->rayReconstruction = rayReconstruction;
if (rayReconstruction)
for (size_t index = 0; index < sizeof(kAuxScalars) / sizeof(kAuxScalars[0]); ++index)
feature->auxScalarBaseline[index] = get_int_or(parameters, kAuxScalars[index].name, 0);
logf("NVSDK_NGX_D3D12_CreateFeature(feature=%u%s): %ux%u -> %ux%u quality=%d flags=0x%x subrects=%d preset=%u",
featureId, rayReconstruction ? ", Ray Reconstruction" : "", feature->width, feature->height,
feature->outWidth, feature->outHeight, quality, flags, subrects, presets[1]);
feature->subrects = subrects;
std::copy(std::begin(presets), std::end(presets), feature->creationPresets.begin());
// The engine records D3D12 evaluations only; the native Vulkan frontend keeps eager CUDA creation. Presets K, L
// and M and Ray Reconstruction (the engine's) create the CUDA feature only when a frame falls back: NGX's L kernels
// take ZLUDA about 20 s to compile on a cold cache, which stalled the game inside CreateFeature (Overwatch,
// 2026-10-11), and the denoiser's are larger still.
feature->cudaCreationDeferred = !nativeVulkan && engine_requested() &&
(rayReconstruction || feature->preset == 11 || feature->preset == 12 ||
feature->preset == 13);
const NgxResult result = feature->cudaCreationDeferred ? NGX_SUCCESS : create_cuda_feature(*feature);
if (feature->cudaCreationDeferred)
logf("engine backend: CUDA feature creation deferred until fallback is needed");
if (result != NGX_SUCCESS)
{
release_feature(feature);
return result;
}
if (!nativeVulkan && !create_buffer(D3D12_HEAP_TYPE_READBACK, 256, &feature->marker,
reinterpret_cast<uint8_t**>(const_cast<uint32_t**>(&feature->markerValue))))
{
release_feature(feature);
return NGX_FAIL_PLATFORM_ERROR;
}
if (!nativeVulkan)
{
for (int index = 0; index <= kSlots; ++index)
feature->markerValue[index] = 0;
feature->resources = new DeferredResources(feature);
}
feature->handle.Id = g.nextHandleId++;
{
std::lock_guard<std::mutex> lock(g_featuresMutex);
g_features.push_back(feature);
}
*handle = &feature->handle;
return NGX_SUCCESS;
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_CreateFeature(ID3D12GraphicsCommandList*, unsigned int featureId,
void* parameters, NgxHandle** handle)
{
return create_feature(featureId, parameters, handle, false);
}
static Feature* find_feature(const NgxHandle* handle)
{
std::lock_guard<std::mutex> lock(g_featuresMutex);
for (Feature* feature : g_features)
if (&feature->handle == handle && !feature->retiring.load())
return feature;
return nullptr;
}
// --- Native engine backend (engine/): no NGX evaluation, CUDA, worker or frame split -------------
// [Engine] Enabled in d4r.ini (D4R_ENGINE=1) runs presets K and M with d4r's own shaders inside the game's command
// list. The models (the output of engine/compile_k.py / compile_m.py) are the folders engine\k, engine\k-ldr,
// engine\m and engine\m-ldr next to this DLL, or [Engine] ModelDir (D4R_ENGINE_MODEL_DIR) and the
// D4R_ENGINE_MODEL_{LDR,M,M_LDR}_DIR variables. Anything the engine does not cover falls back to the CUDA backend.
struct EngineBackend
{
std::once_flag vulkanOnce; // the game's device and the engine's Vulkan entry points, for every preset
std::once_flag once;
std::unique_ptr<d4r::Model> model; // shared by all features, kept for the life of the process
// The same network with NGX's LDR input and output stages, for games that do not set the HDR flag
// (engine\\k-ldr next to this DLL, or D4R_ENGINE_MODEL_LDR_DIR); loaded on first use.
std::once_flag ldrOnce;
std::unique_ptr<d4r::Model> modelLdr;
std::string directory, directoryLdr; // kept for the native HIP network's hipnet.bin and hip/*.hsaco
};
static EngineBackend g_engine;
static bool engine_requested()
{
static const bool requested = env_uint("D4R_ENGINE", 0) != 0;
return requested;
}
static void init_engine_vulkan()
{
VkInstance instance = VK_NULL_HANDLE;
if (g_vk.interop == nullptr || g_vk.lifetime == nullptr ||
FAILED(g_vk.interop->GetVulkanHandles(&instance, &g_vk.physical, &g_vk.device)))
{
logf("engine backend: the vkd3d-proton interop interfaces are unavailable");
return;
}
HMODULE vulkan = GetModuleHandleA("vulkan-1.dll");
PFN_vkGetInstanceProcAddr instanceProc = nullptr;
if (vulkan == nullptr || !load_export(vulkan, "vkGetInstanceProcAddr", instanceProc) ||
!d4r::loadVulkan(instanceProc, instance, g_vk.device))
{
logf("engine backend: Vulkan entry points are unavailable");
return;
}
}
static void init_engine_backend()
{
// SetEnvironmentVariable (d4r.ini) does not reach the C runtime's getenv
std::string directory = env_string("D4R_ENGINE_MODEL_DIR");
if (directory.empty())
{
char folder[MAX_PATH * 3] = {};
WideCharToMultiByte(CP_ACP, 0, (g_portable.dir + L"\\engine\\k").c_str(), -1, folder, sizeof(folder), nullptr, nullptr);
directory = folder;
}
if (g_vk.interop == nullptr || g_vk.lifetime == nullptr || g_vk.device == VK_NULL_HANDLE || d4r::vkTable.CreateBuffer == nullptr)
return;
// A Unix path names the same file through Wine's Z: drive.
const std::string path = directory[0] == '/' ? "Z:" + directory : directory;
const auto start = std::chrono::steady_clock::now();
try
{
g_engine.model = std::make_unique<d4r::Model>(g_vk.physical, g_vk.device, path);
g_engine.directory = path;
}
catch (const std::exception& error)
{
logf("engine backend: cannot load the model from %s: %s (see D4R_README.txt / engine/README.md for how to "
"create it)", path.c_str(), error.what());
return;
}
logf("engine backend: model %s loaded and pipelines compiled in %.0f ms", path.c_str(),
std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count());
}
static void init_engine_backend_ldr()
{
std::string directory = env_string("D4R_ENGINE_MODEL_LDR_DIR");
if (directory.empty())
{
char folder[MAX_PATH * 3] = {};
WideCharToMultiByte(CP_ACP, 0, (g_portable.dir + L"\\engine\\k-ldr").c_str(), -1, folder, sizeof(folder), nullptr, nullptr);
directory = folder;
}
if (g_vk.interop == nullptr || g_vk.lifetime == nullptr || g_vk.device == VK_NULL_HANDLE || d4r::vkTable.CreateBuffer == nullptr)
return;
const std::string path = directory[0] == '/' ? "Z:" + directory : directory;
try
{
g_engine.modelLdr = std::make_unique<d4r::Model>(g_vk.physical, g_vk.device, path);
g_engine.directoryLdr = path;
logf("engine backend: LDR model %s loaded", path.c_str());
}
catch (const std::exception& error)
{
logf("engine backend: cannot load the LDR model from %s: %s", path.c_str(), error.what());
}
}
// K and M borrow compatible views through the same bounded, resource-owning cache.
static void prepare_engine_view(Feature& feature, ID3D12Resource* resource, const D3D12_RESOURCE_DESC& desc,
d4r::GameImage& image, bool isOutput, bool originSupported,
D3D12_RESOURCE_STATES& state)
{
if (image.format == VK_FORMAT_D32_SFLOAT || image.format == VK_FORMAT_D32_SFLOAT_S8_UINT)
image.aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
const VkImageUsageFlags usage = isOutput ? VK_IMAGE_USAGE_STORAGE_BIT : VK_IMAGE_USAGE_SAMPLED_BIT;
VkFormatProperties properties{};
d4r::vkTable.GetPhysicalDeviceFormatProperties(g_vk.physical, image.format, &properties);
const bool enabled = env_uint(isOutput ? "D4R_ENGINE_DIRECT_OUTPUT" : "D4R_ENGINE_DIRECT_INPUTS", 1) != 0;
const bool compatible = desc.DepthOrArraySize == 1 && originSupported && (isOutput ?
(image.format == VK_FORMAT_R16G16B16A16_SFLOAT || image.format == VK_FORMAT_A2B10G10R10_UNORM_PACK32) &&
(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) &&
(properties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT) :
!(desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) &&
(properties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT));
if (!enabled || !compatible)
return;
auto found = std::find_if(feature.engineViews.begin(), feature.engineViews.end(), [&](const auto& view) {
return view->resource == resource && view->format == image.format && view->aspect == image.aspect &&
view->usage == usage;
});
if (found == feature.engineViews.end())
{
VkMemoryRequirements memory{};
d4r::vkTable.GetImageMemoryRequirements(g_vk.device, image.image, &memory);
constexpr uint64_t cacheBudget = 512ull * 1024 * 1024;
if (feature.engineViews.size() < 64 && memory.size <= cacheBudget - feature.engineViewBytes)
{
auto view = std::make_unique<EngineBorrowedView>();
view->device = g_vk.device; view->format = image.format;
view->aspect = image.aspect; view->usage = usage;
VkImageViewUsageCreateInfo restricted{VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO}; restricted.usage = usage;
VkImageViewCreateInfo info{VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, &restricted};
info.image = image.image; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = view->format;
info.subresourceRange = {view->aspect, 0, 1, 0, 1};
if (d4r::vkTable.CreateImageView(g_vk.device, &info, nullptr, &view->view) == VK_SUCCESS)
{
resource->AddRef(); view->resource = resource;
feature.engineViews.push_back(std::move(view));
feature.engineViewBytes += memory.size;
found = feature.engineViews.end() - 1;
}
}
else if (!feature.engineViewBudgetReported)
{
feature.engineViewBudgetReported = true;
logf("engine view cache budget reached; new textures use copies until feature retirement");
}
}
if (found != feature.engineViews.end())
{
image.view = (*found)->view;
state = isOutput ? D3D12_RESOURCE_STATE_UNORDERED_ACCESS : D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
}
}
// Presets M and L on the engine (both run d4r::MEngine; the model directory decides which): a model per preset and
// range, engine\\m, engine\\m-ldr, engine\\l and engine\\l-ldr next to this DLL, or D4R_ENGINE_MODEL_{M,L}[_LDR]_DIR.
struct EngineBackendM
{
std::once_flag once[2][2]; // [preset L][LDR]
std::unique_ptr<d4r::MModel> models[2][2];
std::string directories[2][2];
};
static EngineBackendM g_engineM;
static void init_engine_backend_m_variant(bool presetL, bool ldr)
{
const char* const name = presetL ? "L" : "M";
std::unique_ptr<d4r::MModel>& slot = g_engineM.models[presetL][ldr];
std::string directory = env_string(presetL ? (ldr ? "D4R_ENGINE_MODEL_L_LDR_DIR" : "D4R_ENGINE_MODEL_L_DIR")
: (ldr ? "D4R_ENGINE_MODEL_M_LDR_DIR" : "D4R_ENGINE_MODEL_M_DIR"));
if (directory.empty())
{
char folder[MAX_PATH * 3] = {};
const wchar_t* const sub = presetL ? (ldr ? L"\\engine\\l-ldr" : L"\\engine\\l") : (ldr ? L"\\engine\\m-ldr" : L"\\engine\\m");
WideCharToMultiByte(CP_ACP, 0, (g_portable.dir + sub).c_str(), -1, folder, sizeof(folder), nullptr, nullptr);
directory = folder;
}
if (g_vk.interop == nullptr || g_vk.lifetime == nullptr || g_vk.device == VK_NULL_HANDLE || d4r::vkTable.CreateBuffer == nullptr)
{
logf("engine backend (%s): Vulkan interop is unavailable", name);
return;
}
const std::string path = directory[0] == '/' ? "Z:" + directory : directory;
const auto start = std::chrono::steady_clock::now();
try
{
auto model = std::make_unique<d4r::MModel>(g_vk.physical, g_vk.device, path);
if (model->isPresetL() != presetL)
throw std::runtime_error(presetL ? "the directory holds a preset M model" : "the directory holds a preset L model");
slot = std::move(model);
g_engineM.directories[presetL][ldr] = path;
}
catch (const std::exception& error)
{
logf("engine backend (%s): cannot load the model from %s: %s", name, path.c_str(), error.what());
return;
}
logf("engine backend (%s): model %s loaded and pipelines compiled in %.0f ms", name, path.c_str(),
std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count());
}
// Preset M's network on d4r's native HIP layer kernels (bridge: d4rEngineNet*; engine/hip_net.h). HIP runs the
// network about 1.7x faster than the engine's cooperative-matrix shader; the stages around it stay on Vulkan in
// the game's command list, which is split at the network like a CUDA split frame. The ten layers wait on the GPU
// for the front's fill of the frame number (d4rEngineNetInputWaitReady/d4rEngineNetLaunchAt, D4R_SHIM_ENGINE_GPU_WAIT)
// when the bridge supports it; otherwise the worker waits for the CPU-visible marker before launching.
struct EngineNetCode
{
const char* name;
const void* data;
uint64_t bytes;
};
struct EngineNetExports
{
std::once_flag once;
int(WINAPI* create)(const uint8_t*, uint64_t, const EngineNetCode*, uint32_t, uint32_t, uint32_t, CudaDevicePtr,
CudaDevicePtr, void**) = nullptr;
int(WINAPI* launch)(void*, uint32_t) = nullptr;
int(WINAPI* done)(void*, float*) = nullptr;
void(WINAPI* destroy)(void*) = nullptr;
// GPU-side readiness: the front fills a u32; the HIP stream waits on it instead of a CPU-visible marker.
int(WINAPI* inputWaitReady)(void*, CudaDevicePtr, uint32_t*) = nullptr;
int(WINAPI* launchAt)(void*, uint32_t) = nullptr;
int(WINAPI* releaseInput)(void*, uint32_t) = nullptr;
int(WINAPI* setTimeline)(void*, VkDevice, uint64_t) = nullptr;
int(WINAPI* signalTimeline)(void*, uint64_t) = nullptr;
bool ready = false;
};
static EngineNetExports g_engineNet;
static VkResult signal_split_semaphore(Feature& feature, uint64_t value)
{
if (feature.engineNetTimeline)
return static_cast<VkResult>(g_engineNet.signalTimeline(feature.engineNet, value));
VkSemaphoreSignalInfo info = {VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO};
info.semaphore = feature.splitSemaphore;
info.value = value;
return g_vk.signalSemaphore(g_vk.device, &info);
}
static bool read_file(const std::string& path, std::vector<char>& bytes)
{
FILE* file = fopen(path.c_str(), "rb");
if (file == nullptr)
return false;
fseek(file, 0, SEEK_END);
const long size = ftell(file);
fseek(file, 0, SEEK_SET);
bytes.resize(size > 0 ? static_cast<size_t>(size) : 0);
const bool ok = size > 0 && fread(bytes.data(), 1, bytes.size(), file) == bytes.size();
fclose(file);
return ok;
}
// A storage buffer the engine's shaders and HIP both use. Pooled like the interop buffers, for the same ROCm leak.
static bool create_engine_shared_buffer(VramBuffer& target, size_t bytes, bool host = false)
{
const uint8_t kind = host ? 2 : 1;
if (take_pooled_vram_buffer(target, bytes, kind))
{
if (target.mapped != nullptr)
{
std::memset(target.mapped, 0, target.bytes);
MemoryBarrier();
}
return true;
}
VramBuffer buffer;
buffer.kind = kind;
VkExternalMemoryBufferCreateInfo external = {VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO};
external.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT;
VkBufferCreateInfo info = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, &external};
info.size = bytes;
info.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VkResult result = g_vk.createBuffer(g_vk.device, &info, nullptr, &buffer.buffer);
VkMemoryRequirements requirements = {};
if (result == VK_SUCCESS)
g_vk.bufferRequirements(g_vk.device, buffer.buffer, &requirements);
int type = device_local_type(requirements.memoryTypeBits);
if (host)
{
type = -1;
const auto coherent = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
for (int pass = 0; pass < 2 && type < 0; ++pass)
for (uint32_t index = 0; index < g_vk.memory.memoryTypeCount; ++index)
{
const auto flags = g_vk.memory.memoryTypes[index].propertyFlags;
if ((requirements.memoryTypeBits & (1u << index)) && (flags & coherent) == coherent &&
(pass != 0 || !(flags & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)))
{
type = static_cast<int>(index);
break;
}
}
}
VkMemoryDedicatedAllocateInfo dedicated = {VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO};
dedicated.buffer = buffer.buffer;
VkExportMemoryAllocateInfo exportInfo = {VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO, &dedicated};
exportInfo.handleTypes = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT;
VkMemoryAllocateInfo allocation = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, &exportInfo};
allocation.allocationSize = requirements.size;
allocation.memoryTypeIndex = static_cast<uint32_t>(type);
if (result == VK_SUCCESS && type < 0)
result = VK_ERROR_OUT_OF_DEVICE_MEMORY;
if (result == VK_SUCCESS)
result = g_vk.allocate(g_vk.device, &allocation, nullptr, &buffer.memory);
if (result == VK_SUCCESS)
result = g_vk.bindBuffer(g_vk.device, buffer.buffer, buffer.memory, 0);
if (result == VK_SUCCESS && host)
result = g_vk.map(g_vk.device, buffer.memory, 0, VK_WHOLE_SIZE, 0, &buffer.mapped);
int imported = -1;
if (result == VK_SUCCESS)
imported = g.worker.call([&] {
return g_vk.import(g_vk.device, reinterpret_cast<uint64_t>(buffer.memory), requirements.size, &buffer.device,
&buffer.external);
});
if (result != VK_SUCCESS || imported != 0)
{
logf("engine backend: shared buffer of %zu bytes failed (VkResult %d, import %d)", bytes, result, imported);
if (buffer.mapped != nullptr)
g_vk.unmap(g_vk.device, buffer.memory);
if (buffer.memory != VK_NULL_HANDLE)
g_vk.free(g_vk.device, buffer.memory, nullptr);
if (buffer.buffer != VK_NULL_HANDLE)
g_vk.destroyBuffer(g_vk.device, buffer.buffer, nullptr);
return false;
}
if (buffer.mapped != nullptr)
{
std::memset(buffer.mapped, 0, bytes);
MemoryBarrier();
}
buffer.bytes = bytes;
target = buffer;
return true;
}
// Only once no command list uses the engine and no network launch is pending.
static void release_engine_network(Feature& feature)
{
if (feature.engineNet != nullptr && g_engineNet.destroy != nullptr)
g.worker.call([&feature] {
g_engineNet.destroy(feature.engineNet);
return 0;
});
feature.engineNet = nullptr;
feature.engineNetTimeline = false;
for (VramBuffer* buffer : {&feature.engineTokens, &feature.engineHead, &feature.engineSync})
recycle_vram_buffer(*buffer);
}
// The HIP network of a feature: the buffers shared with HIP and the bridge's network over them. False: the
// engine's own Vulkan network is used instead (reason logged). `preset` is "K", "M" or "L"; `width`
// and `height` are the dimensions the bridge derives the token grid from (M: render, K: output); `tokenBytes`
// and `headBytes` size the two shared buffers (M: both MEngine::networkBufferBytes, K: Engine::networkTokenBytes
// and Engine::networkHeadBytes). The layer kernel names come from hipnet.bin, so no preset list is repeated here.
static bool create_engine_network(Feature& feature, const std::string& directory, const char* preset,
bool stagesAvailable, unsigned int width, unsigned int height, size_t tokenBytes,
size_t headBytes)
{
// the Vulkan network unless [Engine] Network = hip asks for the native layers (2026-10-14: the shader with
// M_RELAXED and two windows per wave is faster than the HIP layers, engine/README.md)
const std::string choice = env_string("D4R_ENGINE_NETWORK");
if (choice != "hip")
return false;
auto unavailable = [&](const char* reason) {
logf("engine backend (%s): HIP network unavailable (%s); using the Vulkan network", preset, reason);
release_engine_network(feature);
return false;
};
std::call_once(g_engineNet.once, [] {
g_engineNet.ready = load_export(g.cuda, "d4rEngineNetCreate", g_engineNet.create) &&
load_export(g.cuda, "d4rEngineNetLaunch", g_engineNet.launch) &&
load_export(g.cuda, "d4rEngineNetDone", g_engineNet.done) &&
load_export(g.cuda, "d4rEngineNetDestroy", g_engineNet.destroy) &&
load_export(g.cuda, "d4rEngineNetInputWaitReady", g_engineNet.inputWaitReady) &&
load_export(g.cuda, "d4rEngineNetLaunchAt", g_engineNet.launchAt) &&
load_export(g.cuda, "d4rEngineNetReleaseInput", g_engineNet.releaseInput) &&
load_export(g.cuda, "d4rEngineNetSetTimeline", g_engineNet.setTimeline) &&
load_export(g.cuda, "d4rEngineNetSignalTimeline", g_engineNet.signalTimeline);
});
if (!g_engineNet.ready)
return unavailable("the CUDA bridge lacks d4rEngineNet*");
if (!stagesAvailable)
return unavailable("the model has no stages for the native network; rebuild it with --hip");
if (g_vk.split == nullptr || g_vk.import == nullptr || feature.marker == nullptr || feature.markerValue == nullptr)
return unavailable("split frames need the d4r vkd3d-proton and VRAM interop");
std::vector<char> net;
if (!read_file(directory + "\\hipnet.bin", net))
return unavailable("no hipnet.bin in the model directory");
// The bridge dispatches on the magic alone, and the shared buffers are sized for `preset`.
const char* const magic = std::strcmp(preset, "K") == 0 ? "D4RKHIP1" : "D4RMHIP1";
if (net.size() < 16 || std::memcmp(net.data(), magic, 8) != 0)
return unavailable("hipnet.bin is not a native network of this preset");
uint32_t count = 0;
std::memcpy(&count, net.data() + 8, sizeof(count));
if (count == 0 || net.size() < 16 + 64ull * count)
return unavailable("invalid hipnet.bin");
// The kernel names live in the layer table; load the code object of each distinct one (the M tube repeats).
std::vector<std::string> names;
names.reserve(count);
for (uint32_t index = 0; index < count; ++index)
{
char name[33] = {};
std::memcpy(name, net.data() + 16 + 64 * index, 32);
if (name[0] == '\0')
return unavailable("invalid kernel name in hipnet.bin");
if (std::find(names.begin(), names.end(), name) == names.end())
names.emplace_back(name);
}
std::vector<std::vector<char>> code(names.size());
std::vector<EngineNetCode> codes(names.size());
for (size_t index = 0; index < names.size(); ++index)
{
if (!read_file(directory + "\\hip\\" + names[index] + ".hsaco", code[index]))
return unavailable("a layer kernel is missing in the model's hip folder");
codes[index] = {names[index].c_str(), code[index].data(), code[index].size()};
}
if (!create_engine_shared_buffer(feature.engineTokens, tokenBytes) ||
!create_engine_shared_buffer(feature.engineHead, headBytes) ||
!create_engine_shared_buffer(feature.engineSync, 256, true))
return unavailable("shared buffers");
const int created = g.worker.call([&] {
return g_engineNet.create(reinterpret_cast<const uint8_t*>(net.data()), net.size(), codes.data(),
static_cast<uint32_t>(codes.size()), width, height, feature.engineTokens.device,
feature.engineHead.device, &feature.engineNet);
});
if (created != 0 || feature.engineNet == nullptr)
{
feature.engineNet = nullptr;
logf("engine backend (%s): d4rEngineNetCreate failed (%d)", preset, created);
return unavailable("the kernels could not be loaded for this GPU");
}
// Input readiness on the GPU: the engine's front fills engineSync with the frame number (the shim records the
// fill right after recordFront) and the network's stream waits for it, so the layers start the moment the
// front is complete, without the CPU round trip through the readback marker. The bridge checks HIP's
// capability and a round trip on this buffer. Without wait-value support (or D4R_SHIM_ENGINE_GPU_WAIT=0)
// the worker keeps waiting for the CPU-visible marker before launching.
const bool gpuWaitEnabled = env_uint("D4R_SHIM_ENGINE_GPU_WAIT", 1) != 0;
const int waitProbe = gpuWaitEnabled ? g.worker.call([&] {
return g_engineNet.inputWaitReady(feature.engineNet, feature.engineSync.device,
static_cast<uint32_t*>(feature.engineSync.mapped));
}) : 0;
if (waitProbe < 0)
return unavailable("the HIP stream cannot complete a wait-value test");
feature.engineGpuWait = waitProbe == 1;
logf("engine backend (%s): HIP network input readiness on %s", preset, feature.engineGpuWait.load()
? "the GPU (the front publishes the frame number; the layers wait on it)"
: "the CPU (marker polling)");
if (feature.splitSemaphore == VK_NULL_HANDLE && !create_split_semaphore(feature))
return unavailable("timeline semaphore");
if (g.worker.call([&] {
return g_engineNet.setTimeline(feature.engineNet, g_vk.device,
reinterpret_cast<uint64_t>(feature.splitSemaphore));
}) != 0)
return unavailable("native HIP completion timeline");
feature.engineNetTimeline = true;
logf("engine backend (%s): network completion releases the split timeline from the native HIP callback", preset);
return true;
}
// Records the end of the front: a fill of this frame's number into the buffer the HIP stream waits on
// (d4rEngineNetLaunchAt). The engine's recordFront ends the input stage with its own ALL_COMMANDS barrier (the
// tokens are then available); the fill is ordered after it and, once it lands, the ten layers may read them.
static void record_engine_input_ready(Feature& feature, VkCommandBuffer command, uint32_t frame)
{
const VkMemoryBarrier before = {VK_STRUCTURE_TYPE_MEMORY_BARRIER, nullptr,
VK_ACCESS_MEMORY_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT};
g_vk.barrier(command, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1, &before, 0, nullptr,
0, nullptr);
g_vk.fill(command, feature.engineSync.buffer, 0, sizeof(uint32_t), frame);
const VkMemoryBarrier after = {VK_STRUCTURE_TYPE_MEMORY_BARRIER, nullptr, VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT};
g_vk.barrier(command, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 1, &after, 0, nullptr,
0, nullptr);
}
static bool wait_for_input_marker(Feature* feature, int slotIndex, uint32_t frame);
static void frame_retired(Feature* feature, uint32_t frame);
// The network's inputs are written by the front of the game's list, so its stream waits for the frame's fill of
// the shared u32 (d4rEngineNetLaunchAt). A wait for a frame whose front never reached the GPU (the game recorded
// its list but did not execute it, or the game stalled) can only be satisfied by a later frame's fill: writing
// the value it waits for releases it, so the stream keeps moving. The frame's output is undefined either way.
// `disable`: the GPU-side wait itself looks broken for this feature, so later frames wait for the CPU marker.
static void release_engine_input_wait(Feature& feature, uint32_t frame, const char* reason, bool disable)
{
if (feature.engineNet == nullptr || g_engineNet.releaseInput == nullptr)
return;
const int result = g_engineNet.releaseInput(feature.engineNet, frame);
if (disable)
feature.engineGpuWait.store(false);
logf("engine frame %u: %s; releasing the GPU-side input wait (%d)", frame, reason, result);
}
// CUDA worker: runs the network of `frame` (behind the GPU-side input wait, or once the CPU marker shows the
// front has run), then lets the second part of the game's command list (the engine's reconstruction) run.
static void run_engine_network(Feature* feature, int slotIndex, uint32_t frame)
{
const bool gpuWait = feature->engineGpuWait.load() && g_engineNet.launchAt != nullptr;
if (!gpuWait && !wait_for_input_marker(feature, slotIndex, frame))
return; // dropped and retired there
const auto start = std::chrono::steady_clock::now();
int launched;
if (gpuWait)
{
feature->engineWaitFrame.store(frame);
launched = g_engineNet.launchAt(feature->engineNet, frame);
if (launched == 801 /* CUDA_ERROR_NOT_SUPPORTED: no wait was queued */)
{
feature->engineWaitFrame.store(0);
// The bridge could not queue the wait (no hipStreamWaitValue32, or the stream rejected it): wait
// for the input marker on the CPU, as without the GPU-side wait.
feature->engineGpuWait.store(false);
logf("engine frame %u: GPU-side input wait unavailable (%d); waiting for the input marker on the CPU", frame, launched);
if (!wait_for_input_marker(feature, slotIndex, frame))
return;
launched = g_engineNet.launch(feature->engineNet, frame);
}
}
else
launched = g_engineNet.launch(feature->engineNet, frame);
float gpuMs = 0.0f;
int done = launched == 0 ? 0 : -1;
bool released = false, discarded = false;
// Completion polling (as the CUDA path's output event): sleep while far from the predicted completion,
// yield around it (a Wine sleep rounds up to ~50 us), back off when the GPU runs late. The prediction
// learns from the earlier frames; with the GPU-side wait it also covers the front's remaining GPU time.
double lastNotReadyUs = -1.0;
while (done == 0)
{
done = g_engineNet.done(feature->engineNet, &gpuMs);
if (done != 0)
break;
const double elapsedUs = std::chrono::duration<double, std::micro>(std::chrono::steady_clock::now() - start).count();
if (gpuWait && !released)
{
// This frame's own marker (written with the aggregate one, at the end of its front) tells whether
// its front ran at all. A later frame's front running while this one's never did means the game
// discarded this list: its wait can only be satisfied by that later front, which would make the
// network read another frame's tokens. Release it and drop the frame, as the CPU marker path does.
const uint32_t slotMarker = feature->markerValue[1 + slotIndex];
if (slotMarker != frame && static_cast<int32_t>(*feature->markerValue - frame) > 0)
{
release_engine_input_wait(*feature, frame, "its command list was discarded", false);
discarded = true;
break;
}
// The front ran but the stream's wait did not start the network (a broken wait would leave every
// later frame queued behind it): release it and wait for the CPU marker from now on.
if (slotMarker == frame && elapsedUs > 1000000.0)
{
release_engine_input_wait(*feature, frame, "the GPU-side wait did not start the network", true);
released = true;
}
}
if (elapsedUs > 2000000.0)
{
done = -2;
break;
}
lastNotReadyUs = elapsedUs;
constexpr double kMarginUs = 120.0, kStepUs = 20.0, kChunkUs = 200.0, kSpinAfterUs = 150.0;
const double predictedUs = feature->engineNetWaitEmaUs;
const double remaining = predictedUs - kMarginUs - elapsedUs;
if (remaining > kStepUs)
d4r_sleep_us(static_cast<unsigned>(std::min(remaining, kChunkUs)));
else if (elapsedUs < predictedUs + kSpinAfterUs)
d4r_sleep_us(0); // polling retires resources; the native callback releases the GPU's split wait
else
d4r_sleep_us(static_cast<unsigned>(std::min(
kStepUs * (1.0 + (elapsedUs - predictedUs - kSpinAfterUs) / 160.0), kChunkUs)));
}
feature->engineWaitFrame.store(0);
const double waitedUs = std::chrono::duration<double, std::micro>(std::chrono::steady_clock::now() - start).count();
if (done == 1)
{
// Learn the completion time, not our own wait: the work finished between the last NOT_READY poll and the
// successful one (at most one chunk apart), so the midpoint cannot ratchet upwards.
double sample = lastNotReadyUs >= 0.0 ? 0.5 * (lastNotReadyUs + waitedUs) : waitedUs;
sample = std::min(sample, 20000.0);
feature->engineNetWaitEmaUs = feature->engineNetWaitEmaUs == 0.0
? sample : 0.8 * feature->engineNetWaitEmaUs + 0.2 * sample;
}
if (discarded)
logf("engine frame %u: the game discarded its command list; the frame is dropped", frame);
else if (done != 1)
logf("engine frame %u: HIP network failed (launch %d, state %d); the frame's output is undefined", frame, launched, done);
else if (frame <= 3 || frame % 600 == 0)
logf("engine frame %u: HIP network %.2f ms GPU, %.2f ms %s", frame, gpuMs, waitedUs / 1000.0,
gpuWait ? "from launch to completion (GPU-side input wait)" : "from input readiness to completion");
if (gpuWait && !discarded && done != 1)
release_engine_input_wait(*feature, frame, "the network failed before completing its input wait", true);
feature->inputs[slotIndex].busy = false;
frame_retired(feature, frame);
}
// Preset K and preset M record a native-network frame the same way: the front half, this frame's marker, the
// split of the game's list, the back half, and the worker that runs the network between the two halves.
// `recordPart(front)` records one half into the game's list; `sources` is {colour, depth, motion, output}, the
// first three sampled through the front. `refuse` (nothing usable recorded; the CUDA backend takes over) and
// `abandon` (recorded but the frame is unusable) belong to the caller so its logging and flags stay preset-specific.
struct EngineFrameSource
{
ID3D12Resource* resource;
d4r::GameImage* image;
unsigned int x, y, width, height;
D3D12_RESOURCE_STATES state, copyState;
};
template <typename RecordPart, typename Refuse, typename Abandon>
static bool record_engine_network_frame(Feature& feature, ID3D12GraphicsCommandList* list, EngineFrameSource* sources,
uint32_t frame, const char* preset, int reset, float mvScaleX, float mvScaleY,
float jitterX, float jitterY, RecordPart&& recordPart, Refuse&& refuse,
Abandon&& abandon)
{
// HIP waits on the GPU-published input value between the two Vulkan list parts. Its native completion
// callback releases the second part. The Wine worker retires resources, not frame timing.
const int slotIndex = static_cast<int>(frame % kSlots);
InputSlot& slot = feature.inputs[slotIndex];
const auto waitStart = std::chrono::steady_clock::now();
while (slot.busy.load() || feature.inFlight.load() >= 2)
{
if (std::chrono::steady_clock::now() - waitStart > std::chrono::seconds(2))
{
logf("engine frame %u: %d frames in flight; skipping evaluation", frame, feature.inFlight.load());
return true;
}
d4r_sleep_us(200);
}
if (FAILED(g_vk.lifetime->RetainExternalResources(list, feature.resources)))
return refuse("the command list cannot retain the engine's resources");
ID3D12GraphicsCommandList2* list2 = nullptr;
if (FAILED(list->QueryInterface(__uuidof(ID3D12GraphicsCommandList2), reinterpret_cast<void**>(&list2))))
return refuse("ID3D12GraphicsCommandList2 is unavailable");
for (int index = 0; index < 3; ++index)
transition(list, sources[index].resource, sources[index].state, sources[index].copyState);
const char* failure = recordPart(true);
if (failure != nullptr)
{
for (int index = 0; index < 3; ++index)
transition(list, sources[index].resource, sources[index].copyState, sources[index].state);
list2->Release();
return refuse(failure);
}
const D3D12_GPU_VIRTUAL_ADDRESS markerAddress = feature.marker->GetGPUVirtualAddress();
D3D12_WRITEBUFFERIMMEDIATE_PARAMETER markers[] = {
{markerAddress + sizeof(uint32_t) * (1 + slotIndex), frame},
{markerAddress, frame},
};
D3D12_WRITEBUFFERIMMEDIATE_MODE modes[] = {
D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT, D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT,
};
list2->WriteBufferImmediate(2, markers, modes);
list2->Release();
// From here on this call owns the frame: a failure leaves this frame's output undefined and hands the next
// frame to the CUDA backend (which must not record its own marker and split for this frame).
if (FAILED(g_vk.split->SplitCommandListForExternalWait(list, reinterpret_cast<UINT64>(feature.splitSemaphore), frame)))
{
for (int index = 0; index < 3; ++index)
transition(list, sources[index].resource, sources[index].copyState, sources[index].state);
return abandon("the command list could not be split");
}
transition(list, sources[3].resource, sources[3].state, sources[3].copyState);
failure = recordPart(false);
transition(list, sources[3].resource, sources[3].copyState, sources[3].state);
// The reconstruction still samples borrowed colour; keep its sampled layout through the back.
for (int index = 0; index < 3; ++index)
transition(list, sources[index].resource, sources[index].copyState, sources[index].state);
feature.split = true;
slot.busy = true;
feature.inFlight.fetch_add(1);
{
std::lock_guard<std::mutex> lock(feature.splitMutex);
feature.splitCompletion.admit(frame);
}
Feature* const owner = &feature;
g.worker.post([owner, slotIndex, frame] { run_engine_network(owner, slotIndex, frame); });
if (failure != nullptr)
return abandon(failure);
feature.engineJitter[0] = jitterX;
feature.engineJitter[1] = jitterY;
if (frame <= 3 || frame % 600 == 0)
logf("engine frame %u recorded, preset %s with the HIP network (jitter %.6f,%.6f, reset %d, mvScale %.3f,%.3f)",
frame, preset, jitterX, jitterY, reset, mvScaleX, mvScaleY);
return true;
}
// Presets M (13) and L (12): record the evaluation into `list`, borrowing compatible inputs and copying only
// fallbacks. L is M's pipeline with its own input, expansion and reconstruction stages (engine/L_NOTES.md).
static bool engine_evaluate_m(Feature& feature, ID3D12GraphicsCommandList* list, ID3D12Resource* color,
ID3D12Resource* depth, ID3D12Resource* motion, ID3D12Resource* output,
const FrameParams& p, uint32_t frame)
{
const bool presetL = feature.preset == 12;
const char* const name = presetL ? "L" : "M";
auto refuse = [&](const char* reason) {
feature.engineRefused = true;
logf("engine backend (%s): %s; feature %u uses the CUDA backend from frame %u", name, reason, feature.handle.Id, frame);
return false;
};
// NVSDK_NGX_DLSS_Feature_Flags: IsHDR 1, MVLowRes 2, MVJittered 4, DepthInverted 8, AutoExposure 0x40.
const bool ldr = (feature.flags & 0x1) == 0; // NGX's LDR stages: a model directory of its own, no exposure
std::call_once(g_engineM.once[presetL][ldr], [presetL, ldr] { init_engine_backend_m_variant(presetL, ldr); });
d4r::MModel* const model = g_engineM.models[presetL][ldr].get();
if (model == nullptr)
{
if (!ldr)
return refuse("not available");
return refuse(presetL ? "no LDR model (engine\\l-ldr) for a game without the HDR flag"
: "no LDR model (engine\\m-ldr) for a game without the HDR flag");
}
if ((feature.flags & 0x2) == 0)
return refuse("needs render-resolution motion vectors");
if (!model->hasDynamicResolution() && feature.engineM != nullptr &&
(p.renderWidth != feature.engineMRenderWidth || p.renderHeight != feature.engineMRenderHeight))
return refuse("dynamic render sizes need a model rebuilt by the current compile_m.py");
// NGX measures the exposure for this preset, so the AutoExposure flag, the game's exposure texture, the
// pre-exposure and the exposure scale are all ignored here (CUDA output is identical for each of them).
if (color == output || depth == output || motion == output)
return refuse("input/output texture aliasing is not supported");
d4r::GameFrameM game;
using Source = EngineFrameSource;
const auto inputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_INPUT_STATE", 0x40));
const auto depthState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_DEPTH_STATE", 0x40));
const auto outputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_OUTPUT_STATE", 0x8));
Source sources[4] = {
{color, &game.color, p.colorBaseX, p.colorBaseY, p.renderWidth, p.renderHeight, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{depth, &game.depth, p.depthBaseX, p.depthBaseY, p.renderWidth, p.renderHeight, depthState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{motion, &game.motion, p.mvBaseX, p.mvBaseY, p.renderWidth, p.renderHeight, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{output, &game.output, p.outputBaseX, p.outputBaseY, feature.outWidth, feature.outHeight, outputState,
D3D12_RESOURCE_STATE_COPY_DEST},
};
for (Source& source : sources)
{
UINT64 handle = 0, offset = 0;
D3D12_RESOURCE_DESC desc;
source.resource->GetDesc(&desc);
if (FAILED(g_vk.interop->GetVulkanResourceInfo1(source.resource, &handle, &offset, &source.image->format)) ||
handle == 0 || desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || desc.SampleDesc.Count != 1 ||
source.x + source.width > desc.Width || source.y + source.height > desc.Height)
return refuse("a texture is not a single-sample 2D image covering its rectangle");
source.image->image = reinterpret_cast<VkImage>(handle);
source.image->x = source.x;
source.image->y = source.y;
prepare_engine_view(feature, source.resource, desc, *source.image, source.image == &game.output,
source.x == 0 && source.y == 0, source.copyState);
g_vk.interop->GetVulkanImageLayout(source.resource, source.copyState, &source.image->layout);
}
if (game.depth.format == VK_FORMAT_D32_SFLOAT || game.depth.format == VK_FORMAT_D32_SFLOAT_S8_UINT)
game.depth.aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
if (!d4r::gameColorFormat(game.color.format) || !d4r::gameMotionFormat(game.motion.format) ||
!d4r::gameDepthFormat(game.depth.format, game.depth.aspect) || !d4r::gameOutputFormat(game.output.format))
{
logf("engine backend (%s): Vulkan formats colour %d, depth %d, motion %d, output %d", name, game.color.format,
game.depth.format, game.motion.format, game.output.format);
return refuse("a texture format is not implemented");
}
game.jitter[0] = p.jitterX;
game.jitter[1] = p.jitterY;
game.motionToRender[0] = p.mvScaleX;
game.motionToRender[1] = p.mvScaleY;
if ((feature.flags & 0x4) != 0 && p.mvScaleX != 0.0f && p.mvScaleY != 0.0f)
{
game.motionOffset[0] = (p.jitterX - feature.engineJitter[0]) / p.mvScaleX;
game.motionOffset[1] = (p.jitterY - feature.engineJitter[1]) / p.mvScaleY;
}
game.renderWidth = p.renderWidth;
game.renderHeight = p.renderHeight;
game.reset = p.reset != 0 || feature.engineM == nullptr ||
p.renderWidth != feature.engineMLastWidth || p.renderHeight != feature.engineMLastHeight;
game.depthInverted = (feature.flags & 0x8) != 0;
try
{
if (feature.engineM == nullptr)
{
const size_t bytes = static_cast<size_t>(d4r::MEngine::networkBufferBytes(p.renderWidth, p.renderHeight));
const bool hip = create_engine_network(feature, g_engineM.directories[presetL][ldr], name,
model->hasExternalNetworkStages(), p.renderWidth, p.renderHeight,
bytes, bytes);
const d4r::ExternalNetwork external = {feature.engineTokens.buffer, feature.engineHead.buffer};
feature.engineM = std::make_unique<d4r::GameUpscalerM>(*model, g_vk.physical, g_vk.device, feature.outWidth,
feature.outHeight, (hip || !model->hasDynamicResolution()) ? p.renderWidth : feature.outWidth,
(hip || !model->hasDynamicResolution()) ? p.renderHeight : feature.outHeight,
hip ? &external : nullptr);
feature.engineMRenderWidth = p.renderWidth;
feature.engineMRenderHeight = p.renderHeight;
logf("engine backend (%s): feature %u runs preset %s in the game's command list (%ux%u -> %ux%u), network on %s, RGB10A2 direct output %d",
name, feature.handle.Id, name, p.renderWidth, p.renderHeight, feature.outWidth, feature.outHeight,
hip ? "the native HIP layers (list split around it)" : "Vulkan",
model->hasRgb10Output() && game.output.view != VK_NULL_HANDLE &&
game.output.format == VK_FORMAT_A2B10G10R10_UNORM_PACK32 &&
game.output.layout == VK_IMAGE_LAYOUT_GENERAL && game.output.image != game.color.image &&
game.output.image != game.motion.image && game.output.image != game.depth.image);
}
}
catch (const std::exception& error)
{
logf("engine backend (%s): %s", name, error.what());
release_engine_network(feature);
return refuse("the engine could not be created");
}
d4r::GameUpscalerM* adapter = feature.engineM.get();
const bool resizedHip = feature.engineNet != nullptr &&
(p.renderWidth != feature.engineMRenderWidth || p.renderHeight != feature.engineMRenderHeight);
if (resizedHip)
{
try
{
if (!feature.engineMDynamic)
{
feature.engineMDynamic = std::make_unique<d4r::GameUpscalerM>(*model, g_vk.physical, g_vk.device,
feature.outWidth, feature.outHeight, feature.outWidth, feature.outHeight);
logf("engine backend (%s): dynamic render sizes use the Vulkan network; original HIP resources retained", name);
}
adapter = feature.engineMDynamic.get();
}
catch (const std::exception& error)
{
logf("engine backend (%s): %s", name, error.what());
return refuse("the dynamic engine could not be created");
}
}
feature.engineMLastWidth = p.renderWidth;
feature.engineMLastHeight = p.renderHeight;
if (feature.engineNet != nullptr && !resizedHip)
{
// The native HIP network: the game's list is split around it. Its native completion callback releases
// the second part, which records expansion, reconstruction and the final store (or the conversion blit
// for incompatible outputs). The Wine worker retires resources, not frame timing.
auto recordPart = [&](bool front) -> const char* {
VkCommandBuffer command = VK_NULL_HANDLE;
if (FAILED(g_vk.interop->BeginVkCommandBufferInterop(list, &command)))
return "BeginVkCommandBufferInterop failed";
const char* failure = nullptr;
try
{
if (front)
{
adapter->recordFront(command, game);
// The HIP network's stream waits for this frame's number (record_engine_input_ready): the
// fill is part of the first half, so the network starts the moment the front's GPU work ends.
if (feature.engineGpuWait.load())
record_engine_input_ready(feature, command, frame);
}
else
adapter->recordBack(command, game);
}
catch (const std::exception& error)
{
logf("engine backend (%s): %s", name, error.what());
failure = "the frame could not be recorded";
}
if (FAILED(g_vk.interop->EndVkCommandBufferInterop(list)) && failure == nullptr)
failure = "EndVkCommandBufferInterop failed";
return failure;
};
auto abandon = [&](const char* reason) {
feature.engineRefused = true;
logf("engine backend (%s): %s; feature %u uses the CUDA backend after frame %u", name, reason, feature.handle.Id, frame);
return true;
};
return record_engine_network_frame(feature, list, sources, frame, name, game.reset, p.mvScaleX, p.mvScaleY,
p.jitterX, p.jitterY, recordPart, refuse, abandon);
}
if (FAILED(g_vk.lifetime->RetainExternalResources(list, feature.resources)))
return refuse("the command list cannot retain the engine's resources");
for (const Source& source : sources)
transition(list, source.resource, source.state, source.copyState);
VkCommandBuffer command = VK_NULL_HANDLE;
bool recorded = SUCCEEDED(g_vk.interop->BeginVkCommandBufferInterop(list, &command));
const char* failure = recorded ? nullptr : "BeginVkCommandBufferInterop failed";
if (recorded)
{
try
{
adapter->record(command, game);
}
catch (const std::exception& error)
{
logf("engine backend (%s): %s", name, error.what());
failure = "the frame could not be recorded";
recorded = false;
}
if (FAILED(g_vk.interop->EndVkCommandBufferInterop(list)) && recorded)
{
failure = "EndVkCommandBufferInterop failed";
recorded = false;
}
}
for (const Source& source : sources)
transition(list, source.resource, source.copyState, source.state);
if (!recorded)
return refuse(failure);
feature.engineJitter[0] = p.jitterX;
feature.engineJitter[1] = p.jitterY;
if (frame <= 3 || frame % 600 == 0)
logf("engine frame %u recorded, preset %s (jitter %.6f,%.6f, reset %d, mvScale %.3f,%.3f)", frame, name, p.jitterX, p.jitterY,
game.reset, p.mvScaleX, p.mvScaleY);
return true;
}
// Ray Reconstruction models (engine/compile_rr.py; preset F: engine/compile_rr2.py): one per preset, engine\rr-d,
// engine\rr-e and engine\rr-f next to this DLL, or D4R_ENGINE_MODEL_RR_D_DIR / _E_DIR / _F_DIR. Slots: 0 D, 1 E, 2 F.
struct EngineBackendR
{
// The model's pipelines take minutes to compile on a cold shader cache, so each preset's model loads on a thread
// of its own; until it is ready the CUDA backend serves the frames. state: 0 not started, 1 loading, 2 ready,
// 3 failed.
std::once_flag once[3];
std::atomic<int> state[3] = {};
std::unique_ptr<d4r::RModel> models[3];
};
static EngineBackendR g_engineR;
static const char g_rrLetter[3] = {'D', 'E', 'F'};
static const uint32_t g_rrPreset[3] = {4, 5, 6};
static std::string rr_model_directory(int slot)
{
static const char* const variables[3] = {"D4R_ENGINE_MODEL_RR_D_DIR", "D4R_ENGINE_MODEL_RR_E_DIR", "D4R_ENGINE_MODEL_RR_F_DIR"};
static const wchar_t* const folders[3] = {L"\\engine\\rr-d", L"\\engine\\rr-e", L"\\engine\\rr-f"};
std::string directory = env_string(variables[slot]);
if (directory.empty())
{
char folder[MAX_PATH * 3] = {};
WideCharToMultiByte(CP_ACP, 0, (g_portable.dir + folders[slot]).c_str(), -1, folder, sizeof(folder), nullptr, nullptr);
directory = folder;
}
return directory[0] == '/' ? "Z:" + directory : directory;
}
static void init_engine_backend_rr(int slot)
{
const std::string path = rr_model_directory(slot);
if (g_vk.interop == nullptr || g_vk.lifetime == nullptr || g_vk.device == VK_NULL_HANDLE || d4r::vkTable.CreateBuffer == nullptr)
{
logf("engine backend (Ray Reconstruction): Vulkan interop is unavailable");
g_engineR.state[slot] = 3;
return;
}
logf("engine backend (Ray Reconstruction %c): loading the model from %s and compiling its pipelines; the CUDA "
"backend serves frames until it is ready", g_rrLetter[slot], path.c_str());
const auto start = std::chrono::steady_clock::now();
try
{
auto model = std::make_unique<d4r::RModel>(g_vk.physical, g_vk.device, path);
if (model->preset() != g_rrPreset[slot])
throw std::runtime_error("the directory holds a model of another preset");
g_engineR.models[slot] = std::move(model);
}
catch (const std::exception& error)
{
logf("engine backend (Ray Reconstruction): cannot load the model from %s: %s", path.c_str(), error.what());
g_engineR.state[slot] = 3;
return;
}
g_engineR.state[slot] = 2;
logf("engine backend (Ray Reconstruction %c): model %s loaded and pipelines compiled in %.0f ms", g_rrLetter[slot],
path.c_str(), std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count());
}
// Ray Reconstruction on the engine: d4r's stages in the game's command list, with the denoiser's guides sampled
// straight from the game's textures. False: the CUDA backend serves the feature (reason logged).
static bool engine_evaluate_rr(Feature& feature, ID3D12GraphicsCommandList* list, ID3D12Resource* color,
ID3D12Resource* depth, ID3D12Resource* motion, ID3D12Resource* output, void* parameters,
const FrameParams& p, uint32_t frame)
{
// set below once the preset is known: preset F was asked for but nvngx_dlssd.dll (the CUDA backend) has none
bool cudaLacksF = false;
auto warn_not_f = [&](const char* when) {
if (!cudaLacksF)
return;
logf("WARNING: Ray Reconstruction preset F (DLSS 4.5) was selected, but %s feature %u is served by the CUDA "
"backend, whose nvngx_dlssd.dll %u.%u.%u.%u has no preset F: those frames show preset D, NOT F",
when, feature.handle.Id, g.denoiserVersion[0], g.denoiserVersion[1], g.denoiserVersion[2],
g.denoiserVersion[3]);
};
auto refuse = [&](const char* reason) {
feature.engineRefused = true;
logf("engine backend (Ray Reconstruction): %s; feature %u uses the CUDA backend from frame %u", reason,
feature.handle.Id, frame);
warn_not_f("from this frame on");
return false;
};
// NGX 310.7 runs preset E's kernels for the hint 5 only and preset D's (diamond_wallaby) for every other value:
// none, the retired A / B / C (1-3), 6, and values with the top bit set such as Cyberpunk 2077's 0x80000002 or
// 0x80000005 (harness captures with D4R_RR_PRESET, 2026-10-12).
// NGX 310.9 has preset F (DLSS 4.5, the rr2_* kernels) and runs it for every hint but 4 (D) and 5 (E): none,
// 6, Cyberpunk 2077's 0x80000002 (harness runs with D4R_RR_PRESET, 2026-10-13). The shim cannot see which DLL
// version the CUDA backend loaded, so that mapping applies when the user built a preset F model (engine\rr-f),
// which only a 310.9 DLL yields.
static const bool haveF = GetFileAttributesA((rr_model_directory(2) + "\\rr.txt").c_str()) != INVALID_FILE_ATTRIBUTES;
const int slot = feature.preset == 5 ? 1 : (haveF && feature.preset != 4) ? 2 : 0;
std::call_once(g_engineR.once[slot], [slot] {
g_engineR.state[slot] = 1;
// D4R_ENGINE_RR_SYNC=1 (harness comparisons): load in place so the engine serves the first frame
if (env_uint("D4R_ENGINE_RR_SYNC", 0) != 0)
init_engine_backend_rr(slot);
else
std::thread([slot] { init_engine_backend_rr(slot); }).detach();
});
cudaLacksF = slot == 2 && !denoiser_has_preset_f();
const int state = g_engineR.state[slot].load();
if (state == 1)
{
// still compiling: the CUDA backend serves this frame, the engine is tried again next frame
if (!feature.rrCompileWarned)
{
feature.rrCompileWarned = true;
warn_not_f("while the preset F model compiles,");
}
return false;
}
d4r::RModel* const model = g_engineR.models[slot].get();
if (state != 2 || model == nullptr)
return refuse(slot == 1 ? "no preset E model (engine\\rr-e)" : slot == 2 ? "no preset F model (engine\\rr-f)" : "no preset D model (engine\\rr-d)");
// NVSDK_NGX_DLSS_Feature_Flags: IsHDR 1, MVLowRes 2, MVJittered 4, DepthInverted 8.
if ((feature.flags & 0x3) != 0x3)
return refuse("needs the HDR flag and render-resolution motion vectors");
if ((feature.flags & 0x4) != 0)
return refuse("jittered motion vectors are not implemented");
if (!p.auxMatrixSet[0] || !p.auxMatrixSet[1])
return refuse("the camera matrices are missing");
// Preset F below 4/3 scaling (DLAA and the like): NGX runs another output filter there, rr2_post_kernel_3_2,
// which the model does not have (harness runs at 1920x1080 output, 2026-10-13: 1440x810 and smaller render sizes
// use rr2_post_kernel, 1456x820 and larger rr2_post_kernel_3_2)
if (slot == 2 && (3ull * feature.outWidth < 4ull * p.renderWidth || 3ull * feature.outHeight < 4ull * p.renderHeight))
return refuse("preset F below 4/3 scaling uses an output filter the engine does not have (rr2_post_kernel_3_2)");
if (feature.engineR != nullptr &&
(p.renderWidth != feature.engineMRenderWidth || p.renderHeight != feature.engineMRenderHeight))
return refuse("changing the effective render resolution after initialization is not implemented");
const char* const guideNames[4][2] = {{"GBuffer.Normals", nullptr}, {"GBuffer.Roughness", nullptr},
{"DLSS.Input.DiffuseAlbedo", "GBuffer.DiffuseAlbedo"},
{"DLSS.Input.SpecularAlbedo", "GBuffer.SpecularAlbedo"}};
ID3D12Resource* guides[4] = {};
// DLSS.Roughness.Mode 1 (packed): the roughness is the normals' w. Preset F follows the mode also when a roughness
// texture is bound (harness run against the CUDA path, 2026-10-13); D and E are only known without one (RE Requiem)
const bool roughnessPacked = get_uint_or(parameters, "DLSS.Roughness.Mode", 0) == 1 &&
(slot == 2 || get_resource(parameters, "GBuffer.Roughness") == nullptr);
for (int i = 0; i < 4; ++i)
{
guides[i] = get_resource(parameters, guideNames[i][0]);
if (guides[i] == nullptr && guideNames[i][1] != nullptr)
guides[i] = get_resource(parameters, guideNames[i][1]);
if (i == 1 && roughnessPacked)
guides[i] = guides[0];
if (guides[i] == nullptr)
return refuse("a guide the engine needs (normals, roughness, diffuse or specular albedo) is missing");
}
// the optional inputs a game may add (RE Requiem passes both): bound when present, like NGX
ID3D12Resource* const hitDistance = get_resource(parameters, "DLSSD.SpecularHitDistance");
ID3D12Resource* const disocclusion = get_resource(parameters, "DLSS.DisocclusionMask");
// and Cyberpunk 2077's: the subsurface scattering guide and the colour before particles
ID3D12Resource* const subsurface = get_resource(parameters, "DLSSD.ScreenSpaceSubsurfaceScatteringGuide");
ID3D12Resource* const beforeParticles = get_resource(parameters, "DLSSD.ColorBeforeParticles");
for (ID3D12Resource* input : {color, depth, motion, guides[0], guides[1], guides[2], guides[3], hitDistance, disocclusion, subsurface, beforeParticles})
if (input == output)
return refuse("input/output texture aliasing is not supported");
d4r::GameFrameR game;
using Source = EngineFrameSource;
const auto inputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_INPUT_STATE", 0x40));
const auto depthState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_DEPTH_STATE", 0x40));
const auto outputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_OUTPUT_STATE", 0x8));
const unsigned int rw = p.renderWidth, rh = p.renderHeight;
std::vector<Source> sources = {
{color, &game.color, p.colorBaseX, p.colorBaseY, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{depth, &game.depth, p.depthBaseX, p.depthBaseY, rw, rh, depthState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{motion, &game.motion, p.mvBaseX, p.mvBaseY, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{guides[0], &game.normals, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{guides[1], &game.roughness, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{guides[2], &game.diffuseAlbedo, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{guides[3], &game.specularAlbedo, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{output, &game.output, p.outputBaseX, p.outputBaseY, feature.outWidth, feature.outHeight, outputState,
D3D12_RESOURCE_STATE_COPY_DEST},
};
if (hitDistance != nullptr)
sources.push_back({hitDistance, &game.specularHitDistance, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE});
if (disocclusion != nullptr)
sources.push_back({disocclusion, &game.disocclusionMask, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE});
if (subsurface != nullptr)
sources.push_back({subsurface, &game.subsurfaceGuide, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE});
if (beforeParticles != nullptr)
sources.push_back({beforeParticles, &game.colorBeforeParticles, 0, 0, rw, rh, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE});
// a guide with its own subrect origin (DLSS.Input.Normals.Subrect.Base etc.) is not implemented
for (size_t i = 0; i < sizeof(kAuxSubrectNames) / sizeof(kAuxSubrectNames[0]); ++i)
if (p.auxSubrect[i][0] != 0 || p.auxSubrect[i][1] != 0)
return refuse("guide subrect origins are not implemented");
for (Source& source : sources)
{
UINT64 handle = 0, offset = 0;
D3D12_RESOURCE_DESC desc;
source.resource->GetDesc(&desc);
if (FAILED(g_vk.interop->GetVulkanResourceInfo1(source.resource, &handle, &offset, &source.image->format)) ||
handle == 0 || desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || desc.SampleDesc.Count != 1 ||
source.x + source.width > desc.Width || source.y + source.height > desc.Height)
return refuse("a texture is not a single-sample 2D image covering its rectangle");
source.image->image = reinterpret_cast<VkImage>(handle);
source.image->x = source.x;
source.image->y = source.y;
// The stages sample inputs with normalized coordinates over the whole view: a texture larger than the render
// size (dynamic resolution, padded targets) goes through the copy into an exactly sized plane instead.
const bool exact = source.image == &game.output || (desc.Width == source.width && desc.Height == source.height);
prepare_engine_view(feature, source.resource, desc, *source.image, source.image == &game.output,
source.x == 0 && source.y == 0 && exact, source.copyState);
g_vk.interop->GetVulkanImageLayout(source.resource, source.copyState, &source.image->layout);
}
// the same resource can appear twice (a game may pass one texture as two guides): transition it once
std::vector<ID3D12Resource*> distinct;
for (const Source& source : sources)
if (std::find(distinct.begin(), distinct.end(), source.resource) == distinct.end())
distinct.push_back(source.resource);
if (distinct.size() != sources.size() - (roughnessPacked ? 1u : 0u))
return refuse("two inputs share one texture");
// each distinct resource is transitioned once (the packed roughness repeats the normals)
auto firstUse = [&](size_t i) {
for (size_t j = 0; j < i; ++j)
if (sources[j].resource == sources[i].resource) return false;
return true;
};
if (game.depth.format == VK_FORMAT_D32_SFLOAT || game.depth.format == VK_FORMAT_D32_SFLOAT_S8_UINT)
game.depth.aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
if (!d4r::gameColorFormat(game.color.format) || !d4r::gameMotionFormat(game.motion.format) ||
!d4r::gameDepthFormat(game.depth.format, game.depth.aspect) || !d4r::gameOutputFormat(game.output.format))
{
logf("engine backend (Ray Reconstruction): Vulkan formats colour %d, depth %d, motion %d, output %d",
game.color.format, game.depth.format, game.motion.format, game.output.format);
return refuse("a texture format is not implemented");
}
if (frame <= 2)
{
const char* names[8] = {"color", "depth", "motion", "normals", "roughness", "diffuse", "specular", "output"};
for (int i = 0; i < 8; ++i)
{
D3D12_RESOURCE_DESC desc;
sources[i].resource->GetDesc(&desc);
logf("engine backend (Ray Reconstruction): %s format %d layout %d origin %u,%u size %llux%u view %p aspect %u",
names[i], sources[i].image->format, sources[i].image->layout, sources[i].image->x, sources[i].image->y,
static_cast<unsigned long long>(desc.Width), desc.Height, reinterpret_cast<void*>(sources[i].image->view),
sources[i].image->aspect);
}
}
auto& s = game.settings;
s.jitter[0] = p.jitterX; s.jitter[1] = p.jitterY;
s.motionScale[0] = p.mvScaleX; s.motionScale[1] = p.mvScaleY;
s.preExposure = p.preExposure;
s.frameTimeMs = p.frameTime;
s.reset = p.reset != 0 || feature.engineR == nullptr;
s.depthInverted = (feature.flags & 0x8) != 0;
s.hardwareDepth = get_uint_or(parameters, "DLSS.Use.HW.Depth", 0) != 0;
s.roughnessPacked = roughnessPacked;
if (frame <= 2)
logf("engine backend (Ray Reconstruction): roughness %s, specular hit distance %s, disocclusion mask %s, "
"subsurface guide %s, colour before particles %s, hardware depth %d",
roughnessPacked ? "packed in the normals' w" : "texture", hitDistance != nullptr ? "bound" : "none",
disocclusion != nullptr ? "bound" : "none", subsurface != nullptr ? "bound" : "none",
beforeParticles != nullptr ? "bound" : "none", s.hardwareDepth ? 1 : 0);
std::copy(std::begin(p.auxMatrix[0]), std::end(p.auxMatrix[0]), s.worldToView);
std::copy(std::begin(p.auxMatrix[1]), std::end(p.auxMatrix[1]), s.viewToClip);
try
{
if (feature.engineR == nullptr)
{
feature.engineR = std::make_unique<d4r::GameDenoiser>(*model, g_vk.physical, g_vk.device, feature.outWidth,
feature.outHeight, rw, rh);
feature.engineMRenderWidth = rw;
feature.engineMRenderHeight = rh;
logf("engine backend (Ray Reconstruction %c): feature %u runs in the game's command list (%ux%u -> %ux%u)",
g_rrLetter[slot], feature.handle.Id, rw, rh, feature.outWidth, feature.outHeight);
}
}
catch (const std::exception& error)
{
logf("engine backend (Ray Reconstruction): %s", error.what());
return refuse("the engine could not be created");
}
if (FAILED(g_vk.lifetime->RetainExternalResources(list, feature.resources)))
return refuse("the command list cannot retain the engine's resources");
for (size_t i = 0; i < sources.size(); ++i)
if (firstUse(i))
transition(list, sources[i].resource, sources[i].state, sources[i].copyState);
VkCommandBuffer command = VK_NULL_HANDLE;
bool recorded = SUCCEEDED(g_vk.interop->BeginVkCommandBufferInterop(list, &command));
const char* failure = recorded ? nullptr : "BeginVkCommandBufferInterop failed";
if (recorded)
{
try
{
feature.engineR->record(command, game);
}
catch (const std::exception& error)
{
logf("engine backend (Ray Reconstruction): %s", error.what());
failure = "the frame could not be recorded";
recorded = false;
}
if (FAILED(g_vk.interop->EndVkCommandBufferInterop(list)) && recorded)
{
failure = "EndVkCommandBufferInterop failed";
recorded = false;
}
}
for (size_t i = 0; i < sources.size(); ++i)
if (firstUse(i))
transition(list, sources[i].resource, sources[i].copyState, sources[i].state);
if (!recorded)
return refuse(failure);
if (frame <= 3 || frame % 600 == 0)
logf("engine frame %u recorded, Ray Reconstruction %c (jitter %.6f,%.6f, reset %d, mvScale %.3f,%.3f)", frame,
g_rrLetter[slot], p.jitterX, p.jitterY, s.reset, p.mvScaleX, p.mvScaleY);
return true;
}
// Records the whole evaluation of `frame` into `list`. False: nothing usable was recorded and the
// CUDA backend takes this feature over.
static bool engine_evaluate(Feature& feature, ID3D12GraphicsCommandList* list, ID3D12Resource* color,
ID3D12Resource* depth, ID3D12Resource* motion, ID3D12Resource* output,
ID3D12Resource* exposure, void* parameters, const FrameParams& p, uint32_t frame)
{
if (feature.engineRefused)
return false;
auto refuse = [&](const char* reason) {
feature.engineRefused = true;
logf("engine backend: %s; feature %u uses the CUDA backend from frame %u", reason, feature.handle.Id, frame);
if (feature.engine != nullptr)
logf("engine backend: the temporal history restarts in the CUDA backend");
return false;
};
std::call_once(g_engine.vulkanOnce, init_engine_vulkan);
if (feature.rayReconstruction)
return engine_evaluate_rr(feature, list, color, depth, motion, output, parameters, p, frame);
if (feature.preset == 13 || feature.preset == 12)
return engine_evaluate_m(feature, list, color, depth, motion, output, p, frame);
// Without the HDR flag NGX runs its LDR input and output kernels: a model directory of its own.
const bool ldr = (feature.flags & 0x1) == 0;
if (ldr)
std::call_once(g_engine.ldrOnce, init_engine_backend_ldr);
else
std::call_once(g_engine.once, init_engine_backend);
d4r::Model* const model = ldr ? g_engine.modelLdr.get() : g_engine.model.get();
if (model == nullptr)
return refuse(ldr ? "no LDR model (engine\\k-ldr) for a game without the HDR flag" : "not available");
// NVSDK_NGX_DLSS_Feature_Flags: IsHDR 1, MVLowRes 2, MVJittered 4, DepthInverted 8.
if (feature.preset != 11)
return refuse("only presets K, L and M are implemented");
// MVLowRes (0x2) clear: vectors are at output resolution (engine revision D4RO0003).
const bool displayMotion = (feature.flags & 0x2) == 0;
if (displayMotion && !model->hasDisplayMotion())
return refuse("display-resolution motion needs a model compiled by the current compile_k.py");
if ((feature.flags & 0x8) == 0 && !model->hasRegularDepth())
return refuse("regular (non-inverted) depth needs a model compiled by the current compile_k.py");
// DLSS.Indicator.Invert.X/Y.Axis (p.invertX/Y) only place NGX's debug indicator: NGX's K and M outputs are
// byte-identical with them set (harness D4R_HARNESS_INDICATOR_INVERT=1), so neither engine path reads them.
// Two exposure sources. AutoExposure (0x40) measures the frame's luma scaled by 1 / pre-exposure and multiplies
// the result by the exposure scale. Without it the game's ExposureTexture is the exposure: texel x scale /
// pre-exposure (read directly, not measured).
const bool autoExposure = (feature.flags & 0x40) != 0;
const bool gameExposure = !ldr && !autoExposure;
if (!ldr && autoExposure && !model->hasAutoExposure())
return refuse("automatic exposure needs a model with exposure shaders");
if (gameExposure && (!p.hasExposure || !model->hasGameExposure()))
return refuse("exposure without AutoExposure needs an exposure texture and a model compiled by the current compile_k.py");
if (!ldr && !(std::isfinite(p.exposureScale) && p.exposureScale > 0.0f))
return refuse("the exposure scale is not a positive number");
if (!ldr && !(std::isfinite(p.preExposure) && p.preExposure > 0.0f))
return refuse("the pre-exposure is not a positive number");
if (output == color || output == motion || output == depth)
return refuse("input/output texture aliasing is not supported");
d4r::GameFrame game;
using Source = EngineFrameSource;
const auto inputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_INPUT_STATE", 0x40));
const auto depthState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_DEPTH_STATE", 0x40));
const auto outputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_OUTPUT_STATE", 0x8));
Source sources[5] = {
{color, &game.color, p.colorBaseX, p.colorBaseY, p.renderWidth, p.renderHeight, inputState,
D3D12_RESOURCE_STATE_COPY_SOURCE},
{depth, &game.depth, p.depthBaseX, p.depthBaseY, p.renderWidth, p.renderHeight, depthState,
D3D12_RESOURCE_STATE_COPY_SOURCE},
{motion, &game.motion, p.mvBaseX, p.mvBaseY, displayMotion ? feature.outWidth : p.renderWidth,
displayMotion ? feature.outHeight : p.renderHeight, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
{output, &game.output, p.outputBaseX, p.outputBaseY, feature.outWidth, feature.outHeight, outputState,
D3D12_RESOURCE_STATE_COPY_DEST},
{exposure, &game.exposure, 0, 0, 1, 1, inputState, D3D12_RESOURCE_STATE_COPY_SOURCE},
};
const size_t sourceCount = gameExposure ? 5 : 4;
for (size_t index = 0; index < sourceCount; ++index)
{
Source& source = sources[index];
UINT64 handle = 0, offset = 0;
D3D12_RESOURCE_DESC desc;
source.resource->GetDesc(&desc);
if (FAILED(g_vk.interop->GetVulkanResourceInfo1(source.resource, &handle, &offset, &source.image->format)) ||
handle == 0 || desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || desc.SampleDesc.Count != 1 ||
source.x + source.width > desc.Width || source.y + source.height > desc.Height)
return refuse("a texture is not a single-sample 2D image covering its rectangle");
source.image->image = reinterpret_cast<VkImage>(handle);
source.image->x = source.x;
source.image->y = source.y;
const bool isOutput = source.image == &game.output;
prepare_engine_view(feature, source.resource, desc, *source.image, isOutput,
(source.x == 0 && source.y == 0) || model->hasDirectOrigins(), source.copyState);
g_vk.interop->GetVulkanImageLayout(source.resource, source.copyState, &source.image->layout);
}
if (gameExposure && (game.exposure.view == VK_NULL_HANDLE || (game.exposure.format != VK_FORMAT_R32_SFLOAT &&
game.exposure.format != VK_FORMAT_R16_SFLOAT &&
game.exposure.format != VK_FORMAT_R32G32B32A32_SFLOAT &&
game.exposure.format != VK_FORMAT_R16G16B16A16_SFLOAT)))
return refuse("the exposure texture must be a float texture the engine samples directly");
if (game.depth.format == VK_FORMAT_D32_SFLOAT || game.depth.format == VK_FORMAT_D32_SFLOAT_S8_UINT)
game.depth.aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
if (!d4r::gameColorFormat(game.color.format) || !d4r::gameMotionFormat(game.motion.format) ||
!d4r::gameDepthFormat(game.depth.format, game.depth.aspect) || !d4r::gameOutputFormat(game.output.format))
{
logf("engine backend: Vulkan formats colour %d, depth %d, motion %d, output %d", game.color.format,
game.depth.format, game.motion.format, game.output.format);
return refuse("a texture format is not implemented");
}
if (frame <= 2)
logf("engine direct textures: color %d, motion %d, depth %d, output %d (format %d, RGB10A2 pipeline %d)",
game.color.view != VK_NULL_HANDLE, game.motion.view != VK_NULL_HANDLE,
game.depth.view != VK_NULL_HANDLE, game.output.view != VK_NULL_HANDLE,
game.output.format, model->hasRgb10Output());
game.settings.renderWidth = p.renderWidth;
game.settings.renderHeight = p.renderHeight;
game.settings.jitter[0] = p.jitterX;
game.settings.jitter[1] = p.jitterY;
game.settings.displayMotion = displayMotion;
// The engine takes motion in output pixels; MV.Scale gives render pixels (display-resolution vectors are output pixels already).
const float toOutput = displayMotion ? 1.0f : static_cast<float>(feature.outWidth) / static_cast<float>(p.renderWidth);
const float toOutputY = displayMotion ? 1.0f : static_cast<float>(feature.outHeight) / static_cast<float>(p.renderHeight);
game.settings.motionScale[0] = p.mvScaleX * toOutput;
game.settings.motionScale[1] = p.mvScaleY * toOutputY;
// MVJittered: NGX adds the change of the jitter (render pixels) to the vectors before scaling them
// (observed with MV.Scale 1: offset = jitter - previous jitter, the first frame's previous being 0).
// The offset is added to the raw vector, before motionScale's own output-pixel conversion, so it carries
// no extra output/render factor in either motion mode.
if ((feature.flags & 0x4) != 0 && p.mvScaleX != 0.0f && p.mvScaleY != 0.0f)
{
game.settings.motionOffset[0] = (p.jitterX - feature.engineJitter[0]) / p.mvScaleX;
game.settings.motionOffset[1] = (p.jitterY - feature.engineJitter[1]) / p.mvScaleY;
}
game.settings.reset = p.reset != 0 || feature.engine == nullptr;
game.settings.depthInverted = (feature.flags & 0x8) != 0;
game.settings.autoExposure = !ldr && autoExposure; // LDR: no exposure at all
game.settings.exposureScale = ldr ? 1.0f : p.exposureScale;
// NGX's automatic K measurement scales the luma by 1 / pre-exposure before the logarithm
// (cuda_luma_convert_kernel), so the stored exposure is pre times the raw measurement and the stage's
// 1 / pre factor recovers it; the game texture path applies the same stage factor.
game.settings.preExposure = ldr ? 1.0f : p.preExposure;
try
{
if (feature.engine == nullptr)
{
const size_t tokenBytes = static_cast<size_t>(d4r::Engine::networkTokenBytes(feature.outWidth, feature.outHeight));
const size_t headBytes = static_cast<size_t>(d4r::Engine::networkHeadBytes(feature.outWidth, feature.outHeight));
const bool hip = create_engine_network(feature, ldr ? g_engine.directoryLdr : g_engine.directory, "K", true,
feature.outWidth, feature.outHeight, tokenBytes, headBytes);
const d4r::ExternalNetwork external = {feature.engineTokens.buffer, feature.engineHead.buffer};
feature.engine = std::make_unique<d4r::GameUpscaler>(*model, g_vk.physical, g_vk.device,
feature.outWidth, feature.outHeight,
feature.outWidth, feature.outHeight,
hip ? &external : nullptr);
logf("engine backend: feature %u runs preset K in the game's command list (%ux%u -> %ux%u), network on %s",
feature.handle.Id, p.renderWidth, p.renderHeight, feature.outWidth, feature.outHeight,
hip ? "the native HIP layers (list split around it)" : "Vulkan");
}
}
catch (const std::exception& error)
{
logf("engine backend: %s", error.what());
release_engine_network(feature);
return refuse("the engine could not be created");
}
if (feature.engineNet != nullptr)
{
// The native HIP network: the game's list is split around it. Its native completion callback releases
// the second part, which records the final store (or the conversion blit for incompatible outputs).
auto recordPart = [&](bool front) -> const char* {
VkCommandBuffer command = VK_NULL_HANDLE;
if (FAILED(g_vk.interop->BeginVkCommandBufferInterop(list, &command)))
return "BeginVkCommandBufferInterop failed";
const char* failure = nullptr;
try
{
if (front)
{
feature.engine->recordFront(command, game);
// The HIP network's stream waits for this frame's number (record_engine_input_ready): the
// fill is part of the first half, so the network starts the moment the front's GPU work ends.
if (feature.engineGpuWait.load())
record_engine_input_ready(feature, command, frame);
}
else
feature.engine->recordBack(command, game);
}
catch (const std::exception& error)
{
logf("engine backend (K): %s", error.what());
failure = "the frame could not be recorded";
}
if (FAILED(g_vk.interop->EndVkCommandBufferInterop(list)) && failure == nullptr)
failure = "EndVkCommandBufferInterop failed";
return failure;
};
auto abandon = [&](const char* reason) {
feature.engineRefused = true;
logf("engine backend (K): %s; feature %u uses the CUDA backend after frame %u", reason, feature.handle.Id, frame);
return true;
};
return record_engine_network_frame(feature, list, sources, frame, "K", game.settings.reset,
game.settings.motionScale[0], game.settings.motionScale[1], p.jitterX,
p.jitterY, recordPart, refuse, abandon);
}
if (FAILED(g_vk.lifetime->RetainExternalResources(list, feature.resources)))
return refuse("the command list cannot retain the engine's resources");
for (const Source& source : sources)
transition(list, source.resource, source.state, source.copyState);
VkCommandBuffer command = VK_NULL_HANDLE;
bool recorded = SUCCEEDED(g_vk.interop->BeginVkCommandBufferInterop(list, &command));
const char* failure = recorded ? nullptr : "BeginVkCommandBufferInterop failed";
if (recorded)
{
try
{
feature.engine->record(command, game);
}
catch (const std::exception& error)
{
logf("engine backend: %s", error.what());
failure = "the frame could not be recorded";
recorded = false;
}
if (FAILED(g_vk.interop->EndVkCommandBufferInterop(list)) && recorded)
{
failure = "EndVkCommandBufferInterop failed";
recorded = false;
}
}
for (const Source& source : sources)
transition(list, source.resource, source.copyState, source.state);
if (!recorded)
return refuse(failure);
feature.engineJitter[0] = p.jitterX;
feature.engineJitter[1] = p.jitterY;
if (frame <= 3 || frame % 600 == 0)
logf("engine frame %u recorded (jitter %.6f,%.6f, reset %d, mvScale %.3f,%.3f, render %ux%u)", frame,
p.jitterX, p.jitterY, game.settings.reset, p.mvScaleX, p.mvScaleY, p.renderWidth, p.renderHeight);
return true;
}
static NgxResult evaluate(ID3D12GraphicsCommandList* list, const NgxHandle* handle, void* parameters)
{
std::lock_guard<std::mutex> apiLock(g_featureApiMutex);
FrameTiming timing;
timing.enabled = profile_enabled();
if (timing.enabled)
{
timing.gameStart = ProfileClock::now();
static thread_local ProfileClock::time_point lastGameStart;
if (lastGameStart.time_since_epoch().count() != 0)
timing.gameInterval = profile_ms(lastGameStart, timing.gameStart);
lastGameStart = timing.gameStart;
}
Feature* feature = find_feature(handle);
if (feature == nullptr || feature->nativeVulkan || list == nullptr || parameters == nullptr)
return NGX_FAIL_INVALID_PARAMETER;
ID3D12Resource* color = get_resource(parameters, "Color");
ID3D12Resource* depth = get_resource(parameters, "Depth");
ID3D12Resource* motion = get_resource(parameters, "MotionVectors");
ID3D12Resource* output = get_resource(parameters, "Output");
ID3D12Resource* exposure = get_resource(parameters, "ExposureTexture");
const uint32_t frame = ++feature->frame;
if (color == nullptr || depth == nullptr || motion == nullptr || output == nullptr)
{
if (frame <= 3)
logf("evaluate frame %u: missing resource color=%p depth=%p mv=%p output=%p", frame, color, depth, motion,
output);
return NGX_FAIL_INVALID_PARAMETER;
}
D3D12_RESOURCE_DESC colorDesc, depthDesc, motionDesc, outputDesc;
color->GetDesc(&colorDesc);
depth->GetDesc(&depthDesc);
motion->GetDesc(&motionDesc);
output->GetDesc(&outputDesc);
if (frame == 1)
logf("evaluate: color %llux%u fmt=%d, depth %llux%u fmt=%d, mv %llux%u fmt=%d, output %llux%u fmt=%d, "
"exposure=%p",
colorDesc.Width, colorDesc.Height, colorDesc.Format, depthDesc.Width, depthDesc.Height, depthDesc.Format,
motionDesc.Width, motionDesc.Height, motionDesc.Format, outputDesc.Width, outputDesc.Height,
outputDesc.Format, exposure);
const bool colorSupported = supported_input(Plane::Color, colorDesc.Format);
const bool depthSupported = supported_input(Plane::Depth, depthDesc.Format);
const bool motionSupported = supported_input(Plane::Motion, motionDesc.Format);
const bool outputSupported = supported_output(outputDesc.Format);
if (!colorSupported || !depthSupported || !motionSupported || !outputSupported)
{
// Log the first failures even if they occur well after startup, then periodically.
const uint32_t rejected = ++feature->rejectedFormatCount;
if (rejected <= 3 || rejected % 120 == 0)
logf("evaluate feature %u frame %u: unsupported format (rejection %u): "
"color %llux%u fmt=%d%s, depth %llux%u fmt=%d%s, "
"mv %llux%u fmt=%d%s, output %llux%u fmt=%d%s",
feature->handle.Id, frame, rejected,
colorDesc.Width, colorDesc.Height, colorDesc.Format, colorSupported ? "" : " (unsupported)",
depthDesc.Width, depthDesc.Height, depthDesc.Format, depthSupported ? "" : " (unsupported)",
motionDesc.Width, motionDesc.Height, motionDesc.Format, motionSupported ? "" : " (unsupported)",
outputDesc.Width, outputDesc.Height, outputDesc.Format, outputSupported ? "" : " (unsupported)");
return NGX_FAIL_UNSUPPORTED_FORMAT;
}
unsigned int exposureWidth = 0, exposureHeight = 0;
if (exposure != nullptr)
{
D3D12_RESOURCE_DESC exposureDesc;
exposure->GetDesc(&exposureDesc);
// Recorded before the format test: a capture that kept the plane but not its geometry
// could not say whether the game passed a scalar or a per-pixel exposure buffer.
exposureWidth = static_cast<unsigned int>(exposureDesc.Width);
exposureHeight = static_cast<unsigned int>(exposureDesc.Height);
if (!supported_input(Plane::Exposure, exposureDesc.Format))
{
exposure = nullptr;
exposureWidth = 0;
exposureHeight = 0;
}
}
FrameParams p;
p.jitterX = get_float_or(parameters, "Jitter.Offset.X", 0.0f);
p.jitterY = get_float_or(parameters, "Jitter.Offset.Y", 0.0f);
p.mvScaleX = get_float_or(parameters, "MV.Scale.X", 1.0f);
p.mvScaleY = get_float_or(parameters, "MV.Scale.Y", 1.0f);
p.sharpness = get_float_or(parameters, "Sharpness", 0.0f);
p.preExposure = get_float_or(parameters, "DLSS.Pre.Exposure", 1.0f);
p.exposureScale = get_float_or(parameters, "DLSS.Exposure.Scale", 1.0f);
p.frameTime = get_float_or(parameters, "FrameTimeDeltaInMsec", 16.6f);
p.reset = get_int_or(parameters, "Reset", 0);
p.invertX = get_int_or(parameters, "DLSS.Indicator.Invert.X.Axis", 0);
p.invertY = get_int_or(parameters, "DLSS.Indicator.Invert.Y.Axis", 0);
p.renderWidth = get_uint_or(parameters, "DLSS.Render.Subrect.Dimensions.Width", 0);
p.renderHeight = get_uint_or(parameters, "DLSS.Render.Subrect.Dimensions.Height", 0);
if (p.renderWidth == 0 || p.renderHeight == 0)
{
p.renderWidth = feature->width;
p.renderHeight = feature->height;
}
p.colorBaseX = get_uint_or(parameters, "DLSS.Input.Color.Subrect.Base.X", 0);
p.colorBaseY = get_uint_or(parameters, "DLSS.Input.Color.Subrect.Base.Y", 0);
p.depthBaseX = get_uint_or(parameters, "DLSS.Input.Depth.Subrect.Base.X", 0);
p.depthBaseY = get_uint_or(parameters, "DLSS.Input.Depth.Subrect.Base.Y", 0);
p.mvBaseX = get_uint_or(parameters, "DLSS.Input.MV.Subrect.Base.X", 0);
p.mvBaseY = get_uint_or(parameters, "DLSS.Input.MV.Subrect.Base.Y", 0);
p.outputBaseX = get_uint_or(parameters, "DLSS.Output.Subrect.Base.X", 0);
p.outputBaseY = get_uint_or(parameters, "DLSS.Output.Subrect.Base.Y", 0);
p.hasExposure = exposure != nullptr;
p.exposureWidth = exposureWidth;
p.exposureHeight = exposureHeight;
// Creation state, so a capture records the model and geometry the game asked for rather
// than what a replay would otherwise have to guess.
p.createWidth = feature->width;
p.createHeight = feature->height;
p.createOutWidth = feature->outWidth;
p.createOutHeight = feature->outHeight;
p.createQuality = feature->quality;
p.createFlags = feature->flags;
p.createSubrects = feature->outputSubrects;
p.createPreset = feature->preset;
// Ray Reconstruction: the denoiser's own per-frame settings and camera matrices are read
// here, on the game thread, while the caller's parameter object is certainly alive, and
// carried to the worker by value.
if (feature->rayReconstruction)
{
for (size_t index = 0; index < sizeof(kAuxScalars) / sizeof(kAuxScalars[0]); ++index)
{
int value = 0;
const bool given = d4r_ngx_get_int(parameters, kAuxScalars[index].name, &value) == NGX_SUCCESS;
// Not given this frame: back to what the caller asked for at creation, so a
// setting it has stopped varying does not keep an old per-frame override.
p.auxScalar[index] = given ? value : feature->auxScalarBaseline[index];
p.auxScalarSet[index] = true;
}
// Each guide's Subrect origin, read here while the caller's object is alive. An origin
// the caller stops registering resets to zero rather than lingering.
for (size_t index = 0; index < sizeof(kAuxSubrectNames) / sizeof(kAuxSubrectNames[0]); ++index)
{
static std::string nameX, nameY;
nameX.assign(kAuxSubrectNames[index]).append(".Subrect.Base.X");
nameY.assign(kAuxSubrectNames[index]).append(".Subrect.Base.Y");
p.auxSubrect[index][0] = get_uint_or(parameters, nameX.c_str(), 0);
p.auxSubrect[index][1] = get_uint_or(parameters, nameY.c_str(), 0);
}
for (size_t index = 0; index < sizeof(kAuxMatrices) / sizeof(kAuxMatrices[0]); ++index)
{
// A matrix is registered as a pointer to float[16] (nvsdk: the SDK's helpers
// set these with SetVoidPointer), never as sixteen separate scalars.
void* value = nullptr;
p.auxMatrixSet[index] =
d4r_ngx_get_void(parameters, kAuxMatrices[index], &value) == NGX_SUCCESS && value != nullptr;
if (p.auxMatrixSet[index])
std::memcpy(p.auxMatrix[index], value, sizeof(p.auxMatrix[index]));
}
}
if (engine_requested() && engine_evaluate(*feature, list, color, depth, motion, output, exposure, parameters, p, frame))
return NGX_SUCCESS;
if (feature->cudaCreationDeferred)
{
logf("engine backend: creating CUDA fallback for feature %u at frame %u", feature->handle.Id, frame);
const NgxResult created = create_cuda_feature(*feature);
if (created != NGX_SUCCESS) return created;
p.reset = 1; // the freshly created CUDA feature has none of the Vulkan engine's history
logf("engine backend: CUDA fallback initialized; temporal history reset");
}
const int slotIndex = static_cast<int>(frame % kSlots);
InputSlot& slot = feature->inputs[slotIndex];
// Throttle the game to DLSS speed when the pipeline still owns this slot
// or already holds the maximum number of frames.
static const int maxInFlight = static_cast<int>(env_uint("D4R_SHIM_MAX_IN_FLIGHT", 3)) > 0
? static_cast<int>(env_uint("D4R_SHIM_MAX_IN_FLIGHT", 3)) : 3;
// Split frames reuse frame N's result slot for frame N + kOutputSlots.
const int cap = feature->split && maxInFlight > kOutputSlots - 1 ? kOutputSlots - 1 : maxInFlight;
const auto waitStart = std::chrono::steady_clock::now();
while (slot.busy.load() || feature->inFlight.load() >= cap)
{
if (std::chrono::steady_clock::now() - waitStart > std::chrono::seconds(2))
{
logf("frame %u: input slot %d busy or %d frames in flight; skipping evaluation", frame, slotIndex, feature->inFlight.load());
return NGX_SUCCESS;
}
d4r_sleep_us(200);
}
if (timing.enabled)
timing.slotWait = profile_ms(waitStart, ProfileClock::now());
if (g_vk.lifetime == nullptr ||
FAILED(g_vk.lifetime->RetainExternalResources(list, feature->resources)))
{
logf("frame %u: unable to retain command-list resources; evaluation not recorded", frame);
return NGX_FAIL_PLATFORM_ERROR;
}
// VRAM interop when every resource qualifies (decided once per feature).
ID3D12Resource* const inputs[4] = {color, depth, motion, exposure};
const Plane planes[4] = {Plane::Color, Plane::Depth, Plane::Motion, Plane::Exposure};
const int inputCount = exposure != nullptr ? 4 : 3;
VramCopy vramInputs[4], vramOutput;
// A separate alpha output no longer holds the feature off VRAM interop: the float32 result
// stays on the GPU and is blitted into the caller's texture when that texture's format
// supports the conversion (see prepare_alpha_vram). A format that does not - or a texture Vulkan
// cannot hand over - keeps the alpha on the host route for that frame alone, without the
// colour output having to fall back with it. The existing cutover below still drains VRAM
// work if the colour output itself stops qualifying.
if ((!feature->vramDecided || feature->vram) && vram_interop_available())
{
p.vram = describe_vram_copy(output, Plane::Color, vramOutput, true);
for (int index = 0; index < inputCount && p.vram; ++index)
p.vram = describe_vram_copy(inputs[index], planes[index], vramInputs[index]);
}
if (!feature->vramDecided)
{
feature->vramDecided = true;
feature->vram = p.vram;
feature->split = p.vram && env_uint("D4R_SHIM_SPLIT_FRAME", 0) != 0 && g_vk.split != nullptr &&
(feature->splitSemaphore != VK_NULL_HANDLE || create_split_semaphore(*feature));
feature->linearInputs = feature->split && env_uint("D4R_SHIM_LINEAR_INPUTS", 0) != 0 &&
g.cu.registerLinearTexture != nullptr;
if (feature->linearInputs)
logf("linear inputs: NGX samples the interop buffers directly");
logf("VRAM interop %s for this feature%s%s", p.vram ? "on" : "off",
feature->split ? ", presenting each frame's own result (split frames)" : "",
p.vram ? ", waiting for input readiness with CPU sleeps" : "");
}
else if (feature->vram && !p.vram)
{
logf("frame %u: resources no longer qualify for VRAM interop; staging through host memory from now on", frame);
drain_pipeline();
{
std::lock_guard<std::mutex> lock(feature->splitMutex);
feature->split = false;
}
feature->vram = false;
feature->linearInputs = false;
feature->latestOutput = -1;
feature->outputFormat = DXGI_FORMAT_UNKNOWN; // recreates the output staging below
}
const bool verify = p.vram && env_uint("D4R_SHIM_VRAM_VERIFY", 0) != 0;
if (p.vram)
{
for (int index = 0; index < inputCount; ++index)
{
HostPlane& geometry = slot.host[index]; // geometry only; the bytes stay in VRAM
geometry.width = vramInputs[index].width;
geometry.height = vramInputs[index].height;
geometry.rowBytes = canonical_texel_bytes(planes[index]) * geometry.width;
if (feature->linearInputs)
geometry.rowBytes = (geometry.rowBytes + 255) & ~static_cast<size_t>(255); // texture pitch alignment
if (!ensure_vram_buffer(*feature, slot.vram[index], geometry.size()))
return NGX_FAIL_PLATFORM_ERROR;
}
// M's downsample kernel has only formatted stores, which the native store can pack (kernels/tex/tex_common.h).
p.packedOutput = feature->split && feature->outputDirectAllowed && feature->preset == 13 && vramOutput.convert &&
outputDesc.Format == DXGI_FORMAT_R10G10B10A2_UNORM && vramOutput.width % 2 == 0 &&
env_uint("D4R_SHIM_OUTPUT_DIRECT", 0) != 0 && env_uint("D4R_SHIM_OUTPUT_PACKED", 0) != 0 &&
feature->packedReady.load();
static bool packedLogged = false;
if (p.packedOutput && !packedLogged)
{
packedLogged = true;
logf("frame %u: packed output (the output kernel stores R10G10B10A2 texels; no conversion blit)", frame);
}
InPlaceTexture outputTexture;
const size_t outputTexelBytes = p.packedOutput ? 4 : 8;
if (feature->split && feature->outputDirectAllowed && (!vramOutput.convert || p.packedOutput) &&
env_uint("D4R_SHIM_OUTPUT_DIRECT", 0) != 0 &&
describe_in_place(output, outputTexture) && outputTexture.rowPitch % 8 == 0 &&
outputTexture.rowPitch / 8 <= 0xffffu &&
outputTexture.rowPitch >= static_cast<size_t>(vramOutput.width) * outputTexelBytes)
{
p.outputInPlace = outputTexture.texels;
p.outputInPlacePitch = static_cast<uint32_t>(outputTexture.rowPitch);
}
static bool outputInPlaceLogged = false;
if (p.outputInPlace != 0 && !outputInPlaceLogged)
{
outputInPlaceLogged = true;
logf("frame %u: output in place (the output kernel writes the game's %s texture; no game-side copy)", frame,
p.packedOutput ? "R10G10B10A2" : "RGBA16F");
}
static bool inPlaceLogged = false;
if (g_vk.linear != nullptr && !inPlaceLogged)
{
inPlaceLogged = true;
if (p.outputInPlace == 0)
{
UINT64 memory = 0, size = 0, offset = 0, pitch = 0;
const HRESULT linear = g_vk.linear->GetVulkanLinearImageInfo(output, &memory, &size, &offset, &pitch);
logf("in-place: output copied on the first frame (split %d, direct output allowed %d, format %d, needs conversion %d, "
"linear exportable texture %d, row pitch %llu)", static_cast<int>(feature->split), feature->outputDirectAllowed,
static_cast<int>(outputDesc.Format), vramOutput.convert, SUCCEEDED(linear),
static_cast<unsigned long long>(pitch));
}
}
if (vramInputs[0].convert && !ensure_conversion_image(*feature, feature->colorConversion,
vramInputs[0].width, vramInputs[0].height,
VK_FORMAT_R16G16B16A16_SFLOAT))
return NGX_FAIL_PLATFORM_ERROR;
if (vramInputs[1].convert && !ensure_conversion_image(*feature, feature->depthConversion,
vramInputs[1].width, vramInputs[1].height,
VK_FORMAT_R32_SFLOAT))
return NGX_FAIL_PLATFORM_ERROR;
if (vramInputs[2].convert && !ensure_conversion_image(*feature, feature->motionConversion,
vramInputs[2].width, vramInputs[2].height,
VK_FORMAT_R16G16_SFLOAT))
return NGX_FAIL_PLATFORM_ERROR;
if (inputCount == 4 && vramInputs[3].convert &&
!ensure_conversion_image(*feature, feature->exposureConversion,
vramInputs[3].width, vramInputs[3].height, VK_FORMAT_R32_SFLOAT))
return NGX_FAIL_PLATFORM_ERROR;
if (vramOutput.convert && !ensure_conversion_image(*feature, feature->outputConversion,
vramOutput.width, vramOutput.height,
VK_FORMAT_R16G16B16A16_SFLOAT))
return NGX_FAIL_PLATFORM_ERROR;
}
if ((!p.vram || verify) &&
(!ensure_staging(slot.color, color, D3D12_HEAP_TYPE_READBACK) ||
!ensure_staging(slot.depth, depth, D3D12_HEAP_TYPE_READBACK) ||
!ensure_staging(slot.motion, motion, D3D12_HEAP_TYPE_READBACK) ||
(exposure != nullptr && !ensure_staging(slot.exposure, exposure, D3D12_HEAP_TYPE_READBACK))))
return NGX_FAIL_PLATFORM_ERROR;
if (outputDesc.Format != feature->outputFormat || outputDesc.Width != feature->outputWidth ||
outputDesc.Height != feature->outputHeight)
{
// A new output size invalidates earlier results; let queued work finish
// before the output buffers go away.
drain_pipeline();
feature->latestOutput = -1;
for (OutputSlot& outputSlot : feature->outputs)
{
outputSlot.staging.retire();
if (p.vram ? !ensure_vram_buffer(*feature, outputSlot.vram, static_cast<size_t>(outputDesc.Width) * 8 *
outputDesc.Height)
: !ensure_staging(outputSlot.staging, output, D3D12_HEAP_TYPE_UPLOAD))
return NGX_FAIL_PLATFORM_ERROR;
}
feature->outputFormat = outputDesc.Format;
feature->outputWidth = static_cast<UINT>(outputDesc.Width);
feature->outputHeight = outputDesc.Height;
}
const auto inputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_INPUT_STATE", 0x40));
const auto depthState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_DEPTH_STATE", 0x40));
const auto outputState = static_cast<D3D12_RESOURCE_STATES>(env_uint("D4R_SHIM_OUTPUT_STATE", 0x8));
const auto inputRecordStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
if (p.vram)
{
const D3D12_RESOURCE_STATES states[4] = {inputState, depthState, inputState, inputState};
for (int index = 0; index < inputCount; ++index)
transition(list, inputs[index], states[index], D3D12_RESOURCE_STATE_COPY_SOURCE);
const bool recorded = record_vram_inputs(*feature, list, slot, vramInputs, inputCount);
for (int index = 0; index < inputCount; ++index)
transition(list, inputs[index], D3D12_RESOURCE_STATE_COPY_SOURCE, states[index]);
if (!recorded)
{
logf("frame %u: BeginVkCommandBufferInterop failed", frame);
return NGX_FAIL_PLATFORM_ERROR;
}
}
if (!p.vram || verify)
{
copy_to_staging(list, color, slot.color, inputState);
copy_to_staging(list, depth, slot.depth, depthState);
copy_to_staging(list, motion, slot.motion, inputState);
if (exposure != nullptr)
copy_to_staging(list, exposure, slot.exposure, inputState);
}
// Frame marker, written once the copies above have completed.
ID3D12GraphicsCommandList2* list2 = nullptr;
if (FAILED(list->QueryInterface(__uuidof(ID3D12GraphicsCommandList2), reinterpret_cast<void**>(&list2))))
{
logf("ID3D12GraphicsCommandList2 unavailable; cannot place frame marker");
return NGX_FAIL_PLATFORM_ERROR;
}
// Ray Reconstruction's auxiliary surfaces go into their own readback buffers here, still
// ahead of the frame marker so the worker can read them the moment that marker lands.
if (feature->rayReconstruction)
{
if (!capture_alpha_output(*feature, parameters, slotIndex, frame) ||
!gather_aux_inputs(*feature, list, parameters, slotIndex, inputState, frame))
{
// capture_alpha_output may already have taken a reference on the caller's texture,
// and this frame is never queued, so nothing else would release it.
InputSlot& failed = feature->inputs[slotIndex];
if (failed.alphaResource != nullptr)
{
failed.alphaResource->Release();
failed.alphaResource = nullptr;
failed.alphaRequested = false;
}
list2->Release();
return NGX_FAIL_PLATFORM_ERROR;
}
// The alpha's own route is decided here, on the game thread, next to the capture that
// named the texture: allocating on the worker is not an option (the CUDA import runs on
// the worker) and this is the same place that already knows the region and the format.
prepare_alpha_vram(*feature, slot, p.vram);
}
if (timing.enabled)
timing.inputRecord = profile_ms(inputRecordStart, ProfileClock::now());
const D3D12_GPU_VIRTUAL_ADDRESS markerAddress = feature->marker->GetGPUVirtualAddress();
D3D12_WRITEBUFFERIMMEDIATE_PARAMETER markers[] = {
{markerAddress + sizeof(uint32_t) * (1 + slotIndex), frame},
{markerAddress, frame},
};
D3D12_WRITEBUFFERIMMEDIATE_MODE modes[] = {
D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT, D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT,
};
list2->WriteBufferImmediate(2, markers, modes);
list2->Release();
// Present the most recent finished DLSS result.
int latest;
uint32_t colorFrame = 0; // the frame whose colour is presented below, 0 if none
{
std::lock_guard<std::mutex> lock(feature->outputMutex);
latest = feature->latestOutput.load();
if (latest >= 0)
{
feature->outputs[latest].lastReadFrame = frame;
colorFrame = feature->outputs[latest].producedFrame.load();
if (timing.enabled)
timing.presentedFrame = colorFrame;
}
}
const auto outputRecordStart = timing.enabled ? ProfileClock::now() : ProfileClock::time_point{};
if (p.vram && feature->split)
p.split = SUCCEEDED(g_vk.split->SplitCommandListForExternalWait(
list, reinterpret_cast<UINT64>(feature->splitSemaphore), frame));
if (!p.split)
{
p.outputInPlace = 0; // only a split frame waits for the result before the game reads its texture
p.packedOutput = false;
}
if (p.split)
{
// Runs in the second half of the list, once frame's result is in place. Split frames
// present their own result rather than the newest one, so the alpha must pair with
// that one instead.
const int target = static_cast<int>(frame % kOutputSlots);
{
std::lock_guard<std::mutex> lock(feature->outputMutex);
colorFrame = feature->outputs[target].producedFrame.load();
}
if (p.outputInPlace == 0)
{
if (p.packedOutput)
vramOutput.convert = false; // the buffer already holds the texture's own texels
transition(list, output, outputState, D3D12_RESOURCE_STATE_COPY_DEST);
if (!record_vram_output(list, feature->outputs[target].vram, vramOutput, feature->outputConversion))
logf("frame %u: BeginVkCommandBufferInterop failed for the output", frame);
transition(list, output, D3D12_RESOURCE_STATE_COPY_DEST, outputState);
}
if (timing.enabled)
timing.presentedFrame = frame;
}
else if (latest >= 0 && p.vram)
{
transition(list, output, outputState, D3D12_RESOURCE_STATE_COPY_DEST);
if (!record_vram_output(list, feature->outputs[latest].vram, vramOutput, feature->outputConversion))
logf("frame %u: BeginVkCommandBufferInterop failed for the output", frame);
transition(list, output, D3D12_RESOURCE_STATE_COPY_DEST, outputState);
}
else if (latest >= 0)
{
OutputSlot& outputSlot = feature->outputs[latest];
transition(list, output, outputState, D3D12_RESOURCE_STATE_COPY_DEST);
D3D12_TEXTURE_COPY_LOCATION destination = {};
destination.pResource = output;
destination.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
destination.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION source = {};
source.pResource = outputSlot.staging.buffer;
source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
source.PlacedFootprint = outputSlot.staging.layout;
list->CopyTextureRegion(&destination, 0, 0, 0, &source, nullptr);
transition(list, output, D3D12_RESOURCE_STATE_COPY_DEST, outputState);
}
if (feature->rayReconstruction &&
!record_alpha_copyback(*feature, list, slot, outputState, colorFrame, p.split))
return NGX_FAIL_PLATFORM_ERROR;
if (timing.enabled)
{
timing.outputRecord = profile_ms(outputRecordStart, ProfileClock::now());
timing.queueDepth = g.prep.pending() + g.worker.pending() + g.finish.pending() + 1;
timing.queuedAt = ProfileClock::now();
timing.gameCall = profile_ms(timing.gameStart, timing.queuedAt);
}
slot.busy = true;
feature->inFlight.fetch_add(1);
if (feature->split)
{
std::lock_guard<std::mutex> lock(feature->splitMutex);
feature->splitCompletion.admit(frame);
}
g.prep.post([feature, slotIndex, frame, p, timing] { prepare_inputs(feature, slotIndex, frame, p, timing); });
if (frame <= 3 || frame % 600 == 0 || GetEnvironmentVariableA("D4R_SHIM_TRACE_FRAMES", nullptr, 0) != 0)
logf("evaluate frame %u queued (slot %d, showing result %d, jitter %.6f,%.6f, reset %d, "
"mvScale %.3f,%.3f, preExposure %.3f, exposureScale %.3f, frameTime %.3f, sharpness %.3f)",
frame, slotIndex, latest, p.jitterX, p.jitterY, p.reset, p.mvScaleX, p.mvScaleY,
p.preExposure, p.exposureScale, p.frameTime, p.sharpness);
return NGX_SUCCESS;
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_EvaluateFeature(ID3D12GraphicsCommandList* list, const NgxHandle* handle,
void* parameters, void*)
{
return evaluate(list, handle, parameters);
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_EvaluateFeature_C(ID3D12GraphicsCommandList* list, const NgxHandle* handle,
void* parameters, void*)
{
return evaluate(list, handle, parameters);
}
static void release_feature(Feature* feature)
{
// A queued GPU-side input wait for a frame that never ran would stall the network's stream: release it
// before the drain below waits for the worker (the worker also releases waits it sees stuck).
if (feature->engineNet != nullptr)
{
const uint32_t waiting = feature->engineWaitFrame.load();
if (waiting != 0)
release_engine_input_wait(*feature, waiting, "the feature is being released", false);
}
// Wait for outstanding evaluations, then free CUDA resources on the worker.
drain_pipeline();
g.worker.call([feature] {
if (feature->cudaHandle != nullptr)
g.ngx.releaseFeature(feature->cudaHandle);
if (feature->cudaParams != nullptr)
g.ngx.destroyParameters(feature->cudaParams);
// Every denoiser input dies with its feature, drains to nothing first.
for (AuxSurface& surface : feature->aux)
destroy_aux_surface(surface);
feature->aux.clear();
if (feature->alphaImage.object != 0)
g.cu.surfObjectDestroy(feature->alphaImage.object);
if (feature->alphaImage.array != nullptr)
g.cu.arrayDestroy(feature->alphaImage.array);
release_host(feature->alphaHost);
for (AlphaSlot& slot : feature->alpha)
slot.staging.release();
for (InputSlot& slot : feature->inputs)
if (slot.alphaResource != nullptr)
slot.alphaResource->Release();
for (InputSlot& slot : feature->inputs)
{
for (CudaObject& texture : slot.linearTexture)
if (texture != 0)
g.cu.texObjectDestroy(texture), texture = 0;
if (slot.dilatedTexture != 0)
g.cu.texObjectDestroy(slot.dilatedTexture), slot.dilatedTexture = 0;
if (slot.dilatedMotion != 0)
g.cu.memFree(slot.dilatedMotion), slot.dilatedMotion = 0;
}
for (CudaImage* image : {&feature->color, &feature->depth, &feature->motion, &feature->exposure})
{
if (image->object != 0)
g.cu.texObjectDestroy(image->object);
if (image->array != nullptr)
g.cu.arrayDestroy(image->array);
}
if (feature->output.object != 0)
g.cu.surfObjectDestroy(feature->output.object);
if (feature->output.array != nullptr)
g.cu.arrayDestroy(feature->output.array);
if (feature->profileStart != nullptr)
g.cu.eventDestroy(feature->profileStart);
if (feature->profileEnd != nullptr)
g.cu.eventDestroy(feature->profileEnd);
if (feature->outputReadyEvent != nullptr)
g.cu.eventDestroy(feature->outputReadyEvent);
if (feature->scratch != 0)
g.cu.memFree(feature->scratch);
for (CudaDevicePtr buffer : feature->planeLinear)
if (buffer != 0)
g.cu.memFree(buffer);
if (feature->outputLinear != 0)
g.cu.memFree(feature->outputLinear);
for (InputSlot& slot : feature->inputs)
for (HostPlane& host : slot.host)
release_host(host);
for (HostPlane& host : feature->outputHost)
release_host(host);
return 0;
});
{
std::lock_guard<std::mutex> lock(g_featuresMutex);
g_features.erase(std::remove(g_features.begin(), g_features.end(), feature), g_features.end());
}
// Recorded lists retain this owner through their allocator. Reset/discard
// or GPU completion followed by allocator destruction releases those refs.
if (feature->resources != nullptr)
feature->resources->Release();
else
{
release_engine_network(*feature);
delete feature;
}
}
static void destroy_recorded_resources(Feature* feature)
{
for (InputSlot& slot : feature->inputs)
for (Staging* staging : {&slot.color, &slot.depth, &slot.motion, &slot.exposure})
staging->release();
for (OutputSlot& slot : feature->outputs)
slot.staging.release();
release_engine_network(*feature);
const bool engineSemaphore = !feature->vramDecided && feature->splitSemaphore != VK_NULL_HANDLE;
if (g_vk.ready && feature->vramDecided)
release_vram(*feature);
else if (engineSemaphore) // created for the engine's HIP network; release_vram destroys it otherwise
g_vk.destroySemaphore(g_vk.device, feature->splitSemaphore, nullptr);
if (feature->marker != nullptr)
feature->marker->Release();
logf("feature %u recorded resources retired after allocator completion", feature->handle.Id);
delete feature;
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_ReleaseFeature(NgxHandle* handle)
{
std::lock_guard<std::mutex> apiLock(g_featureApiMutex);
Feature* feature = nullptr;
{
std::lock_guard<std::mutex> lock(g_featuresMutex);
for (Feature* candidate : g_features)
if (&candidate->handle == handle && !candidate->nativeVulkan && !candidate->retiring.exchange(true))
{
feature = candidate;
break;
}
}
if (feature == nullptr || feature->nativeVulkan)
return NGX_FAIL_INVALID_PARAMETER;
logf("NVSDK_NGX_D3D12_ReleaseFeature(id=%u) after %u completed frames", feature->handle.Id,
feature->completedFrames.load());
release_feature(feature);
return NGX_SUCCESS;
}
static void finish_shutdown()
{
std::lock_guard<std::mutex> lock(g.mutex);
if (!g.shutdownPending || g.resourceOwners.load() != 0)
return;
if (g_vk.ready)
free_vram_pool();
if (g.ngxInitialized)
{
drain_pipeline();
g.worker.call([] { return g.ngx.shutdown(); });
}
// No separate denoiser shutdown: the core loaded it and the core's shutdown releases it.
g.ngxInitialized = false;
g.shutdownPending = false;
if (g.device != nullptr)
{
g.device->Release();
g.device = nullptr;
}
logf("NGX shutdown completed after recorded resources retired");
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_Shutdown()
{
std::lock_guard<std::mutex> apiLock(g_featureApiMutex);
logf("NVSDK_NGX_D3D12_Shutdown");
std::vector<Feature*> features;
{
std::lock_guard<std::mutex> lock(g_featuresMutex);
features = g_features;
for (Feature* feature : features)
if (feature->nativeVulkan)
return NGX_FAIL_INVALID_PARAMETER;
for (Feature* feature : features)
feature->retiring = true;
}
for (Feature* feature : features)
release_feature(feature);
{
std::lock_guard<std::mutex> lock(g.mutex);
if (!g.started)
return NGX_SUCCESS;
g.shutdownPending = true;
}
// Drain already queued cleanup before returning. If command allocators
// still own resources, finish_shutdown leaves NGX alive until their last
// reference retires; otherwise shutdown completes synchronously.
g.cleanup.call([] { finish_shutdown(); return 0; });
return NGX_SUCCESS;
}
D4R_EXPORT NgxResult NVSDK_NGX_D3D12_Shutdown1(ID3D12Device*)
{
return NVSDK_NGX_D3D12_Shutdown();
}
D4R_EXPORT NgxResult NVSDK_NGX_UpdateFeature(const void*, unsigned int)
{
return NGX_SUCCESS;
}
#include "d4r_vulkan_frontend.inl"
// Proxy filenames vary (dxgi.dll, winmm.dll, ...). Identify OptiScaler by its
// PE export name rather than guessing from the EXE or plugin folder location.
static std::wstring optiscaler_config_path()
{
HANDLE snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, GetCurrentProcessId());
if (snapshot == INVALID_HANDLE_VALUE) return {};
MODULEENTRY32W module = {};
module.dwSize = sizeof(module);
std::wstring result;
if (Module32FirstW(snapshot, &module)) do
{
const BYTE* base = module.modBaseAddr;
const size_t size = module.modBaseSize;
if (size < sizeof(IMAGE_NT_HEADERS64)) continue;
const auto* dos = reinterpret_cast<const IMAGE_DOS_HEADER*>(base);
if (dos->e_magic != IMAGE_DOS_SIGNATURE || dos->e_lfanew < 0 ||
static_cast<size_t>(dos->e_lfanew) > size - sizeof(IMAGE_NT_HEADERS64)) continue;
const auto* nt = reinterpret_cast<const IMAGE_NT_HEADERS64*>(base + dos->e_lfanew);
if (nt->Signature != IMAGE_NT_SIGNATURE || nt->OptionalHeader.Magic != IMAGE_NT_OPTIONAL_HDR64_MAGIC) continue;
const DWORD rva = nt->OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_EXPORT].VirtualAddress;
if (!rva || rva > size - sizeof(IMAGE_EXPORT_DIRECTORY)) continue;
const auto* exports = reinterpret_cast<const IMAGE_EXPORT_DIRECTORY*>(base + rva);
if (exports->Name >= size) continue;
const char* name = reinterpret_cast<const char*>(base + exports->Name);
if (!std::memchr(name, 0, size - exports->Name) || _stricmp(name, "OptiScaler.dll") != 0) continue;
result = module.szExePath;
result.resize(result.find_last_of(L"\\/"));
result += L"\\OptiScaler.ini";
break;
} while (Module32NextW(snapshot, &module));
CloseHandle(snapshot);
return result;
}
// OptiScaler calls this after LoadLibrary returns, outside our DllMain.
// Launch first-time setup in a separate native process; never do network/GPU
// work under the loader lock. CUDA/NGX work remains lazy until NGX Init.
// NvngxPath must name this ASI, so backend calls reuse this module's state.
D4R_EXPORT void InitializeASI()
{
static std::once_flag once;
std::call_once(once, [] {
wchar_t exe[MAX_PATH] = {}, plugin[MAX_PATH] = {};
if (!GetModuleFileNameW(nullptr, exe, MAX_PATH) ||
!GetModuleFileNameW(g_selfModule, plugin, MAX_PATH))
return;
if (!d4r_asi_game_process(exe)) return;
logf("InitializeASI: d4r ASI backend ready (GPU initialization deferred)");
if (env_uint("D4R_ASI_AUTOINSTALL", 1) == 0) return;
std::wstring game(exe);
game.resize(game.find_last_of(L"\\/"));
std::wstring pluginDir(plugin);
pluginDir.resize(pluginDir.find_last_of(L"\\/"));
const std::wstring helper = pluginDir + L"\\d4r\\d4r-setup.exe";
const std::wstring optiscalerConfig = optiscaler_config_path();
std::wstring command = L"\"" + helper + L"\" \"" + game + L"\" \"" + plugin + L"\" " +
std::to_wstring(GetCurrentProcessId()) + L" \"" + optiscalerConfig + L"\"";
STARTUPINFOW startup = {};
startup.cb = sizeof(startup);
PROCESS_INFORMATION process = {};
if (CreateProcessW(helper.c_str(), command.data(), nullptr, nullptr, FALSE, CREATE_NO_WINDOW,
nullptr, game.c_str(), &startup, &process))
{
CloseHandle(process.hThread);
CloseHandle(process.hProcess);
}
else
logf("InitializeASI: automatic setup could not start (%lu); extract the complete ASI archive", GetLastError());
});
}
BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID)
{
if (reason == DLL_PROCESS_ATTACH)
{
g_selfModule = instance;
DisableThreadLibraryCalls(instance);
}
else if (reason == DLL_PROCESS_DETACH)
native_vk_process_exit();
return TRUE;
}
// The DLL entry point (linked with --entry). At process termination (reserved != NULL) ExitProcess
// has already killed the worker and waiter threads, possibly inside winpthreads' global condition
// variable spinlock, so the CRT's static destructors (mutexes, condition variables) can spin forever
// and the game never exits. Release the GPU waits and skip all CRT teardown then, as Windows advises;
// the system reclaims everything. Every other notification goes through the CRT as usual.
extern "C" BOOL WINAPI DllMainCRTStartup(HANDLE, DWORD, LPVOID);
extern "C" BOOL WINAPI d4r_dll_entry(HANDLE instance, DWORD reason, LPVOID reserved)
{
if (reason == DLL_PROCESS_DETACH && reserved != nullptr)
{
native_vk_process_exit();
return TRUE;
}
return DllMainCRTStartup(instance, reason, reserved);
}