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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@ -310,6 +310,21 @@ function cmd_bundle_windows() -> int {
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packed = true
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}
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# 2b. `app native "<dir>"`: native libraries loaded at run time (NVIDIA Streamline's DLLs and
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# their licence texts) go beside the executable, where LoadLibrary finds them. Never packed:
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# a DLL has to be a real file.
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let native = manifest_app(m, "native")
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if native != "" {
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if not Fs.exists(native) {
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err(`ludic bundle: app native "{native}" does not exist\n`)
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return 1
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}
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if not shq(`cp -R "{native}"/. "{root}/"`) {
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err("ludic bundle: could not place the native libraries\n")
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return 1
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}
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}
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# 3. what to mount and where the game writes
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var idx = ""
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if packed { idx = idx + "pack game.lpak" + nl() }
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