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>
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16 changed files with 273 additions and 29 deletions
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@ -95,6 +95,9 @@ function gvk_init() -> bool {
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Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_SURFACE_EXTENSION_NAME); n_iext += 1
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Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_WIN32_SURFACE_EXTENSION_NAME); n_iext += 1
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}
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# HDR output: an instance only lists the HDR colour spaces when it asks for them
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gvk_has_colorspace = gvk_has_surface and gvk_ext_in(iexts, nie, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME)
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if gvk_has_colorspace { Vk.put_ptr(iext_names, n_iext * 8, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME); n_iext += 1 }
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if n_iext > 0 {
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Vk.put_i32(ici, VkInstanceCreateInfo_enabledExtensionCount, n_iext)
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Vk.put_ptr(ici, VkInstanceCreateInfo_ppEnabledExtensionNames, iext_names)
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@ -203,7 +206,7 @@ function gvk_init() -> bool {
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Vk.put_i32(qci, VkDeviceQueueCreateInfo_queueFamilyIndex, gvk_family)
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Vk.put_i32(qci, VkDeviceQueueCreateInfo_queueCount, 1)
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Vk.put_ptr(qci, VkDeviceQueueCreateInfo_pQueuePriorities, prio)
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let dext_names = bytes(32)
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let dext_names = bytes(48)
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var n_dext = 0
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let dci = bytes(VkDeviceCreateInfo_sizeof)
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Vk.zero(dci, VkDeviceCreateInfo_sizeof)
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@ -217,6 +220,11 @@ function gvk_init() -> bool {
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Vk.put_ptr(dext_names, n_dext * 8, VK_KHR_SWAPCHAIN_EXTENSION_NAME); n_dext += 1
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# Reflex: Streamline adds VK_NV_low_latency2 to this device, which needs present ids it does not add
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if gsl_on and gvk_ext_in(dexts, nde, "VK_KHR_present_id") { Vk.put_ptr(dext_names, n_dext * 8, "VK_KHR_present_id"); n_dext += 1 }
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# HDR output tells the display what the picture holds
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# and only where the loader has the command: Streamline's interposer exports no vkSetHdrMetadataEXT,
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# and calling its thunk there crashed the game the moment the swapchain came up HDR10
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gvk_has_hdr_meta = gvk_ext_in(dexts, nde, VK_EXT_HDR_METADATA_EXTENSION_NAME) and Vk.has("vkSetHdrMetadataEXT") == 1
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if gvk_has_hdr_meta { Vk.put_ptr(dext_names, n_dext * 8, VK_EXT_HDR_METADATA_EXTENSION_NAME); n_dext += 1 }
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}
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if n_dext > 0 {
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Vk.put_i32(dci, VkDeviceCreateInfo_enabledExtensionCount, n_dext)
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