feat(render3d): DLSS super resolution and Reflex through NVIDIA Streamline
streamline.ludic: slInit before the Vulkan instance, feature support per adapter, a frame token per frame, Reflex sleep and PCL latency markers, and DLSS super resolution on the lit HDR frame (Halton jitter, depth + zero motion vectors with camera motion from clipToPrevClip, matrices carrying the Vulkan path's y flip and depth remap). Bloom, tonemap and sharpen read the upscaled size. The device asks for privateData and present_id, which Streamline's hooks need. R3D_DLSS / R3D_REFLEX / R3D_SL_LOG for tests. gpu_feature_implemented: DLSS and Reflex. ludic bundle (Windows): app native "<dir>" copies native libraries beside the executable. Verified on an RTX 3070 Ti: DLSS Quality evaluates 1280x720 -> 1920x1080. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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10 changed files with 529 additions and 6 deletions
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@ -386,9 +386,10 @@ function gpu_caps_probe() -> void {
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}
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# Whether the renderer actually draws a feature yet. Until a feature lands, choosing it is saved and
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# shown, and says it takes effect later. The Vulkan renderer itself draws the whole game now (phase
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# 37-38); ray tracing, DLSS, Reflex, HDR output and mesh-shader grass do not yet.
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function gpu_feature_implemented(f: int) -> bool { return f == GF_VULKAN }
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# shown, and says it takes effect later. The Vulkan renderer draws the whole game (phase 37-38), and
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# DLSS super resolution and Reflex run through NVIDIA Streamline (streamline.ludic); whether this
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# machine can use one is the caps' question, not this one.
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function gpu_feature_implemented(f: int) -> bool { return f == GF_VULKAN or f == GF_DLSS or f == GF_REFLEX }
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# ---- vertex data --------------------------------------------------------------------
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# A Mesh is built through these and records what it is made of - which buffer feeds which
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