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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 19:26:12 +03:00
parent ad8f44b78a
commit ac539b0150
10 changed files with 529 additions and 6 deletions

View file

@ -171,6 +171,9 @@ function gvk_tex_storage(tex: int, array: bool, ifmt: int, w: int, h: int, layer
if samples > 1 { levels = 1 }
var usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT
if depth { usage = usage | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT } else { usage = usage | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT }
# DLSS reads and writes the frame from compute: a float colour target is storage too while
# Streamline is running (8-bit sRGB formats cannot be, so only the float ones)
if gsl_on and samples == 1 and (vkfmt == VK_FORMAT_R16G16B16A16_SFLOAT or vkfmt == VK_FORMAT_R32_SFLOAT) { usage = usage | VK_IMAGE_USAGE_STORAGE_BIT }
let ici = bytes(VkImageCreateInfo_sizeof)
Vk.zero(ici, VkImageCreateInfo_sizeof)
Vk.put_i32(ici, VkImageCreateInfo_sType, VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO)