feat(render3d): HDR10 output, and DLSS that stays still

HDR output: an HDR10 swapchain (A2B10G10R10, ST 2084 over BT.2020) when the
setting asks and the display offers it, with HDR metadata. The tonemap's HDR10
variant keeps the SDR picture up to a 200-nit paper white and rolls highlights
on to 1000 nits; the overlay's converts the interface to the same white. The
screen and LDR images go 10-bit with it; screenshots refuse while it is on.
OpenGL and the Vulkan SDR frame are unchanged. The instance asks for
VK_EXT_swapchain_colorspace. HDR metadata only where the loader has
vkSetHdrMetadataEXT: Streamline's interposer does not, and calling the thunk
crashed the game the moment the swapchain came up HDR10. PC 4K monitor: HDR10,
validation 0. R3D_HDR overrides the setting.

DLSS:
- the vertical jitter offset flips with Streamline's image (rows from the top):
  unflipped, Quality resolved the ground into concentric rings;
- preset K in every mode: the default M put Performance at 18 ms a frame at 4K
  on an RTX 3070 Ti (33 fps against 41 with DLSS off; with K, 60);
- the camera is jittered only while this frame holds a token and the last
  evaluate worked.
R3D_DLSS_PRESET, R3D_CAM_LOG (the camera and DLSS state a frame) and
R3D_NOGRAIN for measuring.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 20:06:18 +03:00
parent 0224af64ab
commit 6525c11b3c
16 changed files with 273 additions and 29 deletions

View file

@ -391,9 +391,10 @@ function gpu_caps_probe() -> void {
# Whether the renderer actually draws a feature yet. Until a feature lands, choosing it is saved and
# shown, and says it takes effect later. The Vulkan renderer draws the whole game (phase 37-38), and
# DLSS super resolution and Reflex run through NVIDIA Streamline (streamline.ludic); whether this
# DLSS super resolution and Reflex run through NVIDIA Streamline (streamline.ludic), and HDR output is an
# HDR10 swapchain (gpu_vk_draw.ludic); whether this
# machine can use one is the caps' question, not this one.
function gpu_feature_implemented(f: int) -> bool { return f == GF_VULKAN or f == GF_DLSS or f == GF_REFLEX }
function gpu_feature_implemented(f: int) -> bool { return f == GF_VULKAN or f == GF_DLSS or f == GF_REFLEX or f == GF_HDR }
# ---- vertex data --------------------------------------------------------------------
# A Mesh is built through these and records what it is made of - which buffer feeds which