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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@ -16,6 +16,7 @@ fullscreen.vert|ssgi.frag|
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fullscreen.vert|ternormal.frag|
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fullscreen.vert|tershadow.frag|#define NOISE_ONLY;
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fullscreen.vert|tonemap.frag|
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fullscreen.vert|tonemap.frag|#define HDR10;
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grass.vert|model.frag|#define FOLIAGE;#define BLADE;
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grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define TILES;
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impostor.vert|impostor.frag|
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@ -37,6 +38,7 @@ model.vert|shadow.frag|#define SHADOW_PASS;
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model.vert|shadow.frag|#define SHADOW_PASS;#define WIND;
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model.vert|shadow.frag|#define SHADOW_PASS;#define WIND;#define ALPHA_TEST;
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overlay.vert|overlay.frag|
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overlay.vert|overlay.frag|#define HDR10;
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skin.vert|model.frag|
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skin.vert|model.frag|#define ALPHA_TEST;
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skin.vert|outline.frag|#define OUTLINE;
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