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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@ -1678,8 +1678,10 @@ function gvk_present_window() -> void {
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Vk.put_i32(pi, VkPresentInfoKHR_swapchainCount, 1)
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Vk.put_ptr(pi, VkPresentInfoKHR_pSwapchains, chains)
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Vk.put_ptr(pi, VkPresentInfoKHR_pImageIndices, idx)
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gsl_before_present()
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r = Vk.queue_present_khr(gvk_queue, pi)
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if r == VK_ERROR_OUT_OF_DATE_KHR or r == VK_SUBOPTIMAL_KHR { gvk_swap_stale = true }
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gsl_after_present()
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}
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# a window's client area changed: the screen images and the swapchain follow it
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