ludic/packages/ludic.render3d/streamline.ludic
Orkuncakilkaya 46000362ba render3d: frame keeps 32 to 16 - tables and queues sized at start-up, the rest declared; birth leaks freed
The texture and framebuffer tables grow to 4096/1024 and gvk_prime's queue is made in
gvk_startup_state; gpu_unit_2d's and the actor lists' lazy starts go. @alloc_ok on layer_room (a layer
outgrowing its cap), overlay_init, gvk_read_screen, gvk_hdr_metadata (a settings change), DLSS's
gsl_struct/gsl_fn, an actor's part tables (given back by actor_release) and the pool's fallback.
Birth leaks freed: gpu_caps_probe's create structs, gpu_caps_fake's text, gvk_note's line,
gvk_layout_key's table and each key it grew from, ov_text_wrap's slices, the default sky path.
(ludic deps --births still lists freed sites: its walk does not see free().) Compiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:46:17 +03:00

466 lines
25 KiB
Text

# ============================================================================
# streamline.ludic — NVIDIA Streamline (SDK 2.14.1) on the Vulkan renderer: DLSS
# super resolution, Reflex and its latency markers.
#
# On Windows the loader opens sl.interposer.dll instead of vulkan-1.dll when it is
# beside the executable (runtime/native/vk_win.ll). slInit has to run before the
# instance is made - Streamline's own vkCreateInstance / vkCreateDevice add what its
# plugins need - so gvk_init calls gsl_boot() before Vk.open() and gsl_init() straight
# after. Nothing here runs on macOS, on OpenGL, or where the DLLs are missing: every
# entry point checks gsl_on and the renderer draws exactly as it did.
#
# Every sl structure starts with next, a GUID and a size_t version (32 bytes); the
# offsets below are the SDK headers' x64 layout. GUIDs are written as 16-bit halves so
# no literal needs more than 31 bits.
# ============================================================================
const GSL_DLSS: int = 0
const GSL_REFLEX: int = 3
const GSL_PCL: int = 4
const GSL_DLSS_G: int = 1000
const GSL_DLSS_RR: int = 1001
# sl::PCLMarker
const GSL_SIM_START: int = 0
const GSL_SIM_END: int = 1
const GSL_SUBMIT_START: int = 2
const GSL_SUBMIT_END: int = 3
const GSL_PRESENT_START: int = 4
const GSL_PRESENT_END: int = 5
const GSL_LAYOUT_READ: int = 5 # VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
# ---- structure headers ------------------------------------------------------------------
function gsl_le16(v: int) -> int { return ((v >> 8) & 255) | ((v & 255) << 8) }
function gsl_header(p: pointer, a: int, b: int, c: int, d: int, e: int, f: int, g: int, h: int, version: int) -> void {
Vk.put_i32(p, 8, (a << 16) | b)
Vk.put_i32(p, 12, c | (d << 16))
Vk.put_i32(p, 16, gsl_le16(e) | (gsl_le16(f) << 16))
Vk.put_i32(p, 20, gsl_le16(g) | (gsl_le16(h) << 16))
let v: long = version
Vk.put_i64(p, 24, v)
}
@alloc_ok("DLSS set-up: its structs and entry points, made once")
function gsl_struct(size: int) -> bytes {
let p = bytes(size)
Vk.zero(p, size)
return p
}
# a feature's own function (slDLSSSetOptions, slReflexSleep, ...), or null
@alloc_ok("DLSS set-up: its structs and entry points, made once")
function gsl_fn(feature: int, name: string) -> pointer {
let out = bytes(8)
let zero: long = 0
Vk.put_i64(out, 0, zero)
if Vk.sl_get_feature_function(feature, name, out) != 0 { return null }
return Vk.get_ptr(out, 0)
}
# ---- start and stop ---------------------------------------------------------------------
# Before Vk.open(): ask the loader for the interposer. R3D_NO_STREAMLINE=1 keeps plain Vulkan.
function gsl_boot(render3d_st: mut Render3dState) -> void {
if Os.platform() != "windows" { return }
if r3d_env_has(render3d_st, "R3D_NO_STREAMLINE") { return }
Vk.sl_prefer(1)
}
# After Vk.open(), before vkCreateInstance.
@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
function gsl_init(render3d_st: mut Render3dState) -> void {
# the evaluate call's structs, made once with DLSS rather than by the first frame it drew
if render3d_st.gsl_res == null { render3d_st.gsl_res = gsl_struct(4 * 112); render3d_st.gsl_tags = gsl_struct(4 * 64); render3d_st.gsl_inputs = bytes(8) }
if render3d_st.gsl_on or Vk.sl_active() == 0 { return }
render3d_st.gsl_feats = gsl_struct(20)
Vk.put_i32(render3d_st.gsl_feats, 0, GSL_DLSS); Vk.put_i32(render3d_st.gsl_feats, 4, GSL_REFLEX); Vk.put_i32(render3d_st.gsl_feats, 8, GSL_PCL)
Vk.put_i32(render3d_st.gsl_feats, 12, GSL_DLSS_RR); Vk.put_i32(render3d_st.gsl_feats, 16, GSL_DLSS_G)
# sl::Preferences
let pref = gsl_struct(144)
gsl_header(pref, 0x1ca1, 0x0965, 0xbf8e, 0x432b, 0x8da1, 0x6716, 0xd879, 0xfb14, 1)
# logLevel eOff; R3D_SL_LOG=<directory> writes Streamline's own verbose log (sl.log) there
var level = 0
if r3d_env_has(render3d_st, "R3D_SL_LOG") {
level = 2
let dir: pointer = r3d_env(render3d_st, "R3D_SL_LOG")
let n = Text.length(r3d_env(render3d_st, "R3D_SL_LOG"))
render3d_st.gsl_logdir = gsl_struct(n * 2 + 8) # pathToLogsAndData is a wide string
for i in 0 .. n { Vk.put_i32(render3d_st.gsl_logdir, i * 2, dir[i] & 255) }
Vk.put_ptr(pref, 56, render3d_st.gsl_logdir)
}
Vk.put_i32(pref, 36, level)
# eDisableCLStateTracking | eAllowOTA | eLoadDownloadedPlugins | eUseFrameBasedResourceTagging
let flags: long = 1 | 8 | 64 | 128
Vk.put_i64(pref, 88, flags)
Vk.put_ptr(pref, 96, render3d_st.gsl_feats)
Vk.put_i32(pref, 104, 5)
Vk.put_i32(pref, 112, 0) # engine eCustom
Vk.put_ptr(pref, 120, "ludic render3d")
Vk.put_ptr(pref, 128, "a0f57b54-1daf-4934-90ae-c4035c19df04")
Vk.put_i32(pref, 136, 2) # renderAPI eVulkan
let r = Vk.sl_init(pref, gsl_sdk_version())
if r != 0 { print(`r3d: streamline: slInit failed ({r}); DLSS and Reflex are off`); return }
render3d_st.gsl_on = true
render3d_st.gsl_vp = gsl_struct(40)
gsl_header(render3d_st.gsl_vp, 0x171b, 0x6435, 0x9b3c, 0x4fc8, 0x9994, 0xfbe5, 0x2569, 0xaaa4, 1)
render3d_st.gsl_tok_buf = bytes(8)
render3d_st.gsl_idx_buf = bytes(4)
}
# kSDKVersion, built from longs: (2 << 48) on ints is computed in 32 bits and arrives as garbage,
# which slInit answers with eErrorInvalidParameter before it has even opened a log
function gsl_sdk_version() -> long {
let major: long = 2
let minor: long = 14
let patch: long = 1
let magic: long = 0xfedc
return (major << 48) | (minor << 32) | (patch << 16) | magic
}
# After vkCreateDevice: what this adapter supports.
function gsl_probe_device(render3d_st: mut Render3dState, pd: pointer) -> void {
if not render3d_st.gsl_on { return }
let ai = gsl_struct(56) # sl::AdapterInfo
gsl_header(ai, 0x0677, 0x315f, 0xa746, 0x4492, 0x9f42, 0xcb61, 0x42c9, 0xc3d4, 1)
Vk.put_ptr(ai, 48, pd)
render3d_st.gsl_dlss_ok = Vk.sl_is_feature_supported(GSL_DLSS, ai) == 0
render3d_st.gsl_rr_ok = Vk.sl_is_feature_supported(GSL_DLSS_RR, ai) == 0
render3d_st.gsl_fg_ok = Vk.sl_is_feature_supported(GSL_DLSS_G, ai) == 0
render3d_st.gsl_reflex_ok = Vk.sl_is_feature_supported(GSL_REFLEX, ai) == 0
render3d_st.gsl_pcl_ok = Vk.sl_is_feature_supported(GSL_PCL, ai) == 0
print(`r3d: streamline: DLSS {render3d_st.gsl_dlss_ok}, ray reconstruction {render3d_st.gsl_rr_ok}, frame generation {render3d_st.gsl_fg_ok}, Reflex {render3d_st.gsl_reflex_ok}`)
}
# Before the device goes.
function gsl_shutdown(render3d_st: mut Render3dState) -> void {
if not render3d_st.gsl_on { return }
Vk.sl_shutdown()
render3d_st.gsl_on = false
}
# ---- frames, Reflex and the latency markers ---------------------------------------------
# A frame's token is taken straight after the previous present, where Reflex sleeps: the
# wait lands before the game reads input and simulates, which is the latency it removes.
function r3d_reflex(render3d_st: mut Render3dState, mode: int) -> void {
render3d_st.gsl_reflex_mode = mode
if r3d_env_has(render3d_st, "R3D_REFLEX") { render3d_st.gsl_reflex_mode = Text.to_int(r3d_env(render3d_st, "R3D_REFLEX")) }
}
function r3d_reflex_live(render3d_st: Render3dState) -> bool { return render3d_st.gsl_on and render3d_st.gsl_reflex_ok and render3d_st.gsl_reflex_mode > 0 }
function gsl_marker(render3d_st: mut Render3dState, m: int) -> void {
if not render3d_st.gsl_pcl_ok or render3d_st.gsl_token == null { return }
if render3d_st.gsl_f_marker == null { render3d_st.gsl_f_marker = gsl_fn(GSL_PCL, "slPCLSetMarker") }
if render3d_st.gsl_f_marker != null { Vk.sl_call_ip(render3d_st.gsl_f_marker, m, render3d_st.gsl_token) }
}
function gsl_reflex_apply(render3d_st: mut Render3dState) -> void {
if not render3d_st.gsl_reflex_ok or render3d_st.gsl_reflex_applied == render3d_st.gsl_reflex_mode { return }
let f = gsl_fn(GSL_REFLEX, "slReflexSetOptions")
if f == null { return }
let o = gsl_struct(48) # sl::ReflexOptions
gsl_header(o, 0xf03a, 0xf81a, 0x6d0b, 0x4902, 0xa651, 0xc496, 0x5e21, 0x5434, 1)
Vk.put_i32(o, 32, render3d_st.gsl_reflex_mode)
if render3d_st.gsl_pcl_ok { Vk.put_i32(o, 40, 1) } # useMarkersToOptimize
if Vk.sl_call_p(f, o) == 0 { render3d_st.gsl_reflex_applied = render3d_st.gsl_reflex_mode }
}
function gsl_new_frame(render3d_st: mut Render3dState) -> void {
Vk.put_i32(render3d_st.gsl_idx_buf, 0, render3d_st.gsl_frame_n)
render3d_st.gsl_frame_n += 1
render3d_st.gsl_token = null
render3d_st.gsl_fresh = true
if Vk.sl_get_new_frame_token(render3d_st.gsl_tok_buf, render3d_st.gsl_idx_buf) == 0 { render3d_st.gsl_token = Vk.get_ptr(render3d_st.gsl_tok_buf, 0) }
if render3d_st.gsl_token == null { return }
gsl_reflex_apply(render3d_st)
if r3d_reflex_live(render3d_st) {
if render3d_st.gsl_f_sleep == null { render3d_st.gsl_f_sleep = gsl_fn(GSL_REFLEX, "slReflexSleep") }
if render3d_st.gsl_f_sleep != null { Vk.sl_call_p(render3d_st.gsl_f_sleep, render3d_st.gsl_token) }
}
gsl_marker(render3d_st, GSL_SIM_START)
}
# r3d_frame's first line: the game has simulated, the renderer starts recording
function gsl_frame_start(render3d_st: mut Render3dState) -> void {
if not render3d_st.gsl_on or render3d_st.gpu_kind != GPU_VK { return }
# a headless run never presents: each frame takes its own token here
if not render3d_st.gsl_fresh { gsl_new_frame(render3d_st) }
render3d_st.gsl_fresh = false
gsl_marker(render3d_st, GSL_SIM_END)
gsl_marker(render3d_st, GSL_SUBMIT_START)
}
function gsl_before_present(render3d_st: mut Render3dState) -> void {
if not render3d_st.gsl_on { return }
gsl_marker(render3d_st, GSL_SUBMIT_END)
gsl_marker(render3d_st, GSL_PRESENT_START)
}
function gsl_after_present(render3d_st: mut Render3dState) -> void {
if not render3d_st.gsl_on { return }
gsl_marker(render3d_st, GSL_PRESENT_END)
gsl_new_frame(render3d_st)
}
# ---- DLSS super resolution ----------------------------------------------------------------
# The lit HDR frame (after the water, before occlusion, bloom and the tonemap) is upscaled to
# the display's size; everything after it reads the result by UV, so only the LDR image and the
# sharpen pass change size. The projection is jittered on a Halton (2, 3) cycle while DLSS is on.
# There are no per-object motion vectors yet: a zero target is tagged and Streamline adds the
# camera's own motion from depth and clipToPrevClip.
# R3D_DLSS=0..4 overrides the setting, for a headless take
function r3d_dlss(render3d_st: mut Render3dState, mode: int) -> void {
var m = mode
if r3d_env_has(render3d_st, "R3D_DLSS") { m = Text.to_int(r3d_env(render3d_st, "R3D_DLSS")) }
if m != render3d_st.gsl_dlss_mode { render3d_st.gsl_reset = true }
render3d_st.gsl_dlss_mode = m
}
function gsl_dlss_live(render3d_st: Render3dState) -> bool { return render3d_st.gsl_on and render3d_st.gsl_dlss_ok and render3d_st.gsl_dlss_mode > 0 and render3d_st.gpu_kind == GPU_VK and render3d_st.gsl_token != null }
function r3d_dlss_live(render3d_st: Render3dState) -> bool { return render3d_st.gsl_on and render3d_st.gsl_dlss_ok and render3d_st.gsl_dlss_mode > 0 and render3d_st.gpu_kind == GPU_VK }
# sl::DLSSMode from the setting
function gsl_sl_mode(m: int) -> int {
if m == 1 { return 6 } # eDLAA
if m == 2 { return 3 } # eMaxQuality
if m == 3 { return 2 } # eBalanced
if m == 4 { return 1 } # eMaxPerformance
return 0
}
function gsl_fill_options(render3d_st: mut Render3dState, w: int, h: int) -> void {
if render3d_st.gsl_opts == null { render3d_st.gsl_opts = gsl_struct(88) }
Vk.zero(render3d_st.gsl_opts, 88)
gsl_header(render3d_st.gsl_opts, 0x6ac8, 0x26e4, 0x4c61, 0x4101, 0xa92d, 0x638d, 0x4210, 0x57b8, 3)
Vk.put_i32(render3d_st.gsl_opts, 32, gsl_sl_mode(render3d_st.gsl_dlss_mode))
Vk.put_i32(render3d_st.gsl_opts, 36, w)
Vk.put_i32(render3d_st.gsl_opts, 40, h)
Vk.put_i32(render3d_st.gsl_opts, 48, float_bits(1.0)) # preExposure
Vk.put_i32(render3d_st.gsl_opts, 52, float_bits(1.0)) # exposureScale
Vk.put_i32(render3d_st.gsl_opts, 56, 1) # colorBuffersHDR eTrue
# The model: preset K (the transformer NVIDIA calls its best image quality) in every mode. The
# defaults put Performance on preset M, which on an RTX 3070 Ti at 4K evaluated in 18 ms against
# K's 2.8 - slower than no DLSS at all (33 fps against 41; with K, 60). R3D_DLSS_PRESET=<n>
# (sl::DLSSPreset: 11 K, 12 L, 13 M) sets every mode's, to measure them against each other.
var preset = 11
if r3d_env_has(render3d_st, "R3D_DLSS_PRESET") { preset = Text.to_int(r3d_env(render3d_st, "R3D_DLSS_PRESET")) }
if preset > 0 { for f in 0 .. 6 { Vk.put_i32(render3d_st.gsl_opts, 60 + f * 4, preset) } } # dlaa, quality, balanced, performance, ultra performance, ultra quality
}
# the render size for the display's size and the mode, asked once per change
function gsl_optimal(render3d_st: mut Render3dState) -> void {
if render3d_st.gsl_opt_mode == render3d_st.gsl_dlss_mode and render3d_st.gsl_opt_w == gl_width() and render3d_st.gsl_opt_h == gl_height() { return }
render3d_st.gsl_opt_mode = render3d_st.gsl_dlss_mode; render3d_st.gsl_opt_w = gl_width(); render3d_st.gsl_opt_h = gl_height()
render3d_st.gsl_rw = gl_width(); render3d_st.gsl_rh = gl_height()
let f = gsl_fn(GSL_DLSS, "slDLSSGetOptimalSettings")
if f == null { return }
gsl_fill_options(render3d_st, gl_width(), gl_height())
let os = gsl_struct(64) # sl::DLSSOptimalSettings
gsl_header(os, 0xef1d, 0x0957, 0xfd58, 0x4df7, 0xb504, 0x8b69, 0xd8aa, 0x6b76, 1)
if Vk.sl_call_pp(f, render3d_st.gsl_opts, os) == 0 {
let w = Vk.get_i32(os, 32)
let h = Vk.get_i32(os, 36)
if w > 0 and h > 0 { render3d_st.gsl_rw = w; render3d_st.gsl_rh = h }
}
}
function r3d_dlss_render_w(render3d_st: mut Render3dState) -> int { if not r3d_dlss_live(render3d_st) { return gl_width() }; gsl_optimal(render3d_st); return render3d_st.gsl_rw }
function r3d_dlss_render_h(render3d_st: mut Render3dState) -> int { if not r3d_dlss_live(render3d_st) { return gl_height() }; gsl_optimal(render3d_st); return render3d_st.gsl_rh }
# a radical-inverse sample in [0, 1), float bits
function gsl_halton(i: int, b: int) -> float {
var f = 1.0
var r = 0.0
var k = i
let fb = float(b)
while k > 0 {
f = f / fb
r = r + f * float(k % b)
k = k / b
}
return r
}
# cam_begin_frame: this frame's sub-pixel offset, before the camera builds its matrices
function gsl_jitter_frame(render3d_st: mut Render3dState) -> void {
render3d_st.gsl_jitter_x = 0.0; render3d_st.gsl_jitter_y = 0.0; render3d_st.gsl_jpx = 0.0; render3d_st.gsl_jpy = 0.0
# a jittered frame nobody resolves shakes on screen however still the camera is: jitter only while
# this frame holds a DLSS token and the last evaluate worked. (Not gsl_fresh: gsl_frame_start has
# already taken the token and cleared it by the time the camera asks, which turned jitter off.)
if not r3d_dlss_live(render3d_st) or not render3d_st.gsl_eval_ok or render3d_st.gsl_token == null or render3d_st.post_w <= 0 or render3d_st.post_h <= 0 { return }
# DLSS wants at least 8 x (display / render)^2 phases; 32 covers performance mode
let i = (render3d_st.gsl_frame_n % 32) + 1
render3d_st.gsl_jpx = gsl_halton(i, 2) - 0.5
render3d_st.gsl_jpy = gsl_halton(i, 3) - 0.5
render3d_st.gsl_jitter_x = 2.0 * render3d_st.gsl_jpx / float(render3d_st.post_w)
render3d_st.gsl_jitter_y = 2.0 * render3d_st.gsl_jpy / float(render3d_st.post_h)
}
# sl::Resource for one of the renderer's textures, in the layout every pass leaves them in
function gsl_resource(render3d_st: Render3dState, at: int, tex: int) -> void {
let p = Vk.at(render3d_st.gsl_res, at)
Vk.zero(p, 112)
gsl_header(p, 0x3a9d, 0x70cf, 0x2418, 0x4b72, 0x8391, 0x13f8, 0x721c, 0x7261, 1)
Vk.put_i64(p, 40, render3d_st.gvk_tex_image[tex])
Vk.put_i64(p, 48, gvk_mem_handle(render3d_st, gvk_mem_id(render3d_st.gvk_tex_mem[tex])))
Vk.put_i64(p, 56, render3d_st.gvk_tex_view[tex])
Vk.put_i32(p, 64, GSL_LAYOUT_READ)
Vk.put_i32(p, 68, render3d_st.gvk_tex_dims_w[tex])
Vk.put_i32(p, 72, render3d_st.gvk_tex_dims_h[tex])
Vk.put_i32(p, 76, render3d_st.gvk_tex_vkfmt[tex])
Vk.put_i32(p, 80, render3d_st.gvk_tex_levels[tex])
Vk.put_i32(p, 84, render3d_st.gvk_tex_layers[tex])
Vk.put_i32(p, 100, gvk_tex_usage(render3d_st, tex))
}
# the usage gvk_tex_storage gave the image
function gvk_tex_usage(render3d_st: Render3dState, tex: int) -> int {
let fmt = render3d_st.gvk_tex_vkfmt[tex]
var usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT
if fmt == VK_FORMAT_D32_SFLOAT { return usage | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT }
usage = usage | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
if render3d_st.gvk_tex_samples[tex] <= 1 and (fmt == VK_FORMAT_R16G16B16A16_SFLOAT or fmt == VK_FORMAT_R32_SFLOAT) { usage = usage | VK_IMAGE_USAGE_STORAGE_BIT }
return usage
}
# sl::ResourceTag i, pointing at resource i
function gsl_tag(render3d_st: Render3dState, i: int, buffer: int, w: int, h: int) -> void {
let p = Vk.at(render3d_st.gsl_tags, i * 64)
Vk.zero(p, 64)
gsl_header(p, 0x4c6a, 0x5aad, 0xb445, 0x496c, 0x87ff, 0x1af3, 0x845b, 0xe653, 1)
Vk.put_ptr(p, 32, Vk.at(render3d_st.gsl_res, i * 112))
Vk.put_i32(p, 40, buffer)
Vk.put_i32(p, 44, 2) # eValidUntilEvaluate
Vk.put_i32(p, 56, w)
Vk.put_i32(p, 60, h)
}
# a column-major matrix into a row-major sl::float4x4
function gsl_put_m4(p: pointer, at: int, m: floats) -> void {
for r in 0 .. 4 { for c in 0 .. 4 { Vk.put_i32(p, at + (r * 4 + c) * 4, float_bits(m[c * 4 + r])) } }
}
function gsl_put_v3(p: pointer, at: int, v: floats) -> void {
Vk.put_i32(p, at, float_bits(v[0])); Vk.put_i32(p, at + 4, float_bits(v[1])); Vk.put_i32(p, at + 8, float_bits(v[2]))
}
# The renderer's clip space is OpenGL's; what Vulkan stores is depth remapped to [0, 1] and
# row 0 at NDC y = -1. Streamline reads images with row 0 at the top, so the matrices it is
# given carry both: y flipped, z' = (z + w) / 2.
function gsl_clip_fix(m: floats) -> void {
m4_identity(m)
m[5] = -1.0
m[10] = 0.5
m[14] = 0.5
}
function gsl_constants(render3d_st: mut Render3dState) -> void {
if render3d_st.gsl_consts == null { render3d_st.gsl_consts = gsl_struct(456) }
let k = render3d_st.gsl_consts
Vk.zero(k, 456)
gsl_header(k, 0xdcd3, 0x5ad7, 0x4e4a, 0x4bad, 0xa90c, 0xe0c4, 0x9eb2, 0x3afe, 2)
let fix = m4_new(); let proj = m4_new(); let v2c = m4_new(); let c2v = m4_new()
let cur = m4_new(); let prev = m4_new(); let inv_cur = m4_new(); let c2p = m4_new(); let p2c = m4_new()
gsl_clip_fix(fix)
m4_perspective(proj, render3d_st.cam_fov, render3d_st.cam_aspect, render3d_st.cam_near, render3d_st.cam_far)
m4_mul(v2c, fix, proj)
m4_inverse(c2v, v2c)
gsl_put_m4(k, 32, v2c) # cameraViewToClip (no jitter)
gsl_put_m4(k, 96, c2v) # clipToCameraView
let ident = m4_new()
m4_identity(ident)
gsl_put_m4(k, 160, ident) # clipToLensClip
if render3d_st.gsl_prev_vp == null { render3d_st.gsl_prev_vp = m4_new(); for i in 0 .. 16 { render3d_st.gsl_prev_vp[i] = render3d_st.cam_vp_clean[i] } }
m4_mul(cur, fix, render3d_st.cam_vp_clean)
m4_mul(prev, fix, render3d_st.gsl_prev_vp)
m4_inverse(inv_cur, cur)
m4_mul(c2p, prev, inv_cur)
m4_inverse(p2c, c2p)
gsl_put_m4(k, 224, c2p) # clipToPrevClip
gsl_put_m4(k, 288, p2c) # prevClipToClip
# the sample's offset from the pixel centre, in the image Streamline sees: row 0 at the top, so the
# vertical offset flips with it. With jy unflipped DLSS resolved the ground into concentric
# rings; with jx flipped too, thin stems doubled sideways (PC shots, 2026-09-15).
var jx = -render3d_st.gsl_jpx
var jy = -render3d_st.gsl_jpy
# R3D_DLSS_JX / R3D_DLSS_JY = -1 flip a sign, to check the convention against the picture
if r3d_env_has(render3d_st, "R3D_DLSS_JX") and Text.to_int(r3d_env(render3d_st, "R3D_DLSS_JX")) < 0 { jx = -jx }
if r3d_env_has(render3d_st, "R3D_DLSS_JY") and Text.to_int(r3d_env(render3d_st, "R3D_DLSS_JY")) < 0 { jy = -jy }
Vk.put_i32(k, 352, float_bits(jx))
Vk.put_i32(k, 356, float_bits(jy))
Vk.put_i32(k, 360, float_bits(1.0)) # mvecScale
Vk.put_i32(k, 364, float_bits(1.0))
gsl_put_v3(k, 376, render3d_st.cam_pos)
let up = render3d_st.gsl_up # made with the state
v3_cross(up, render3d_st.cam_right, render3d_st.cam_fwd)
gsl_put_v3(k, 388, up)
gsl_put_v3(k, 400, render3d_st.cam_right)
gsl_put_v3(k, 412, render3d_st.cam_fwd)
Vk.put_i32(k, 424, float_bits(render3d_st.cam_near))
Vk.put_i32(k, 428, float_bits(render3d_st.cam_far))
Vk.put_i32(k, 432, float_bits(render3d_st.cam_fov))
Vk.put_i32(k, 436, float_bits(render3d_st.cam_aspect))
Vk.put_i32(k, 440, float_bits(0.0)) # motionVectorsInvalidValue
# depthInverted, cameraMotionIncluded, motionVectors3D false; reset on a cut; not orthographic,
# not dilated, not jittered
if render3d_st.gsl_reset { Vk.put_i32(k, 444, 256 * 256 * 256) }
Vk.put_i32(k, 452, float_bits(40.0)) # minRelativeLinearDepthObjectSeparation
free(fix); free(proj); free(v2c); free(c2v); free(cur); free(prev); free(inv_cur); free(c2p); free(p2c); free(ident)
}
# make the DLSS targets at this frame's sizes
function gsl_targets(render3d_st: mut Render3dState) -> void {
if render3d_st.gsl_mv == null or render3d_st.gsl_mv.w != render3d_st.post_w or render3d_st.gsl_mv.h != render3d_st.post_h {
if render3d_st.gsl_mv != null { target_free(render3d_st, render3d_st.gsl_mv) }
render3d_st.gsl_mv = target_new(render3d_st, render3d_st.post_w, render3d_st.post_h, GL_RG16F, GL_RG, GL_HALF_FLOAT, false, GL_NEAREST)
render3d_st.gsl_reset = true
}
if render3d_st.gsl_out == null or render3d_st.gsl_out.w != gl_width() or render3d_st.gsl_out.h != gl_height() {
if render3d_st.gsl_out != null { target_free(render3d_st, render3d_st.gsl_out) }
render3d_st.gsl_out = target_new(render3d_st, gl_width(), gl_height(), GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
render3d_st.gsl_reset = true
}
# the LDR image the tonemap writes follows the upscaled size
if render3d_st.post_ldr.w != gl_width() or render3d_st.post_ldr.h != gl_height() {
target_free(render3d_st, render3d_st.post_ldr)
render3d_st.post_ldr = target_new(render3d_st, gl_width(), gl_height(), post_ldr_fmt(render3d_st), GL_RGBA, GL_UNSIGNED_BYTE, false, GL_LINEAR)
render3d_st.post_ldr_hdr = gpu_hdr_active(render3d_st)
}
}
# Upscale post_hdr into gsl_out; the colour the rest of post reads (post_hdr's own if it failed).
function gsl_dlss_eval(render3d_st: mut Render3dState) -> int {
gsl_targets(render3d_st)
# no motion of its own: the camera's comes from depth
target_bind(render3d_st, render3d_st.gsl_mv)
gpu_clear_color(render3d_st, 0.0, 0.0, 0.0, 0.0)
gpu_clear(render3d_st, GL_COLOR_BUFFER_BIT)
gvk_pass_end(render3d_st)
let cb = gvk_frame_cb(render3d_st)
if render3d_st.gsl_set_mode != render3d_st.gsl_dlss_mode or render3d_st.gsl_set_w != gl_width() or render3d_st.gsl_set_h != gl_height() {
let f = gsl_fn(GSL_DLSS, "slDLSSSetOptions")
gsl_fill_options(render3d_st, gl_width(), gl_height())
if f != null and Vk.sl_call_pp(f, render3d_st.gsl_vp, render3d_st.gsl_opts) == 0 { render3d_st.gsl_set_mode = render3d_st.gsl_dlss_mode; render3d_st.gsl_set_w = gl_width(); render3d_st.gsl_set_h = gl_height() }
}
gsl_constants(render3d_st)
Vk.sl_set_constants(render3d_st.gsl_consts, render3d_st.gsl_token, render3d_st.gsl_vp)
gsl_resource(render3d_st, 0, render3d_st.post_hdr.depth); gsl_tag(render3d_st, 0, 0, render3d_st.post_w, render3d_st.post_h) # kBufferTypeDepth
gsl_resource(render3d_st, 112, render3d_st.gsl_mv.color); gsl_tag(render3d_st, 1, 1, render3d_st.post_w, render3d_st.post_h) # kBufferTypeMotionVectors
gsl_resource(render3d_st, 224, render3d_st.post_hdr.color); gsl_tag(render3d_st, 2, 3, render3d_st.post_w, render3d_st.post_h) # kBufferTypeScalingInputColor
gsl_resource(render3d_st, 336, render3d_st.gsl_out.color); gsl_tag(render3d_st, 3, 4, gl_width(), gl_height()) # kBufferTypeScalingOutputColor
Vk.sl_set_tag_for_frame(render3d_st.gsl_token, render3d_st.gsl_vp, render3d_st.gsl_tags, 4, cb)
Vk.put_ptr(render3d_st.gsl_inputs, 0, render3d_st.gsl_vp)
let r = Vk.sl_evaluate_feature(GSL_DLSS, render3d_st.gsl_token, render3d_st.gsl_inputs, 1, cb)
for i in 0 .. 16 { render3d_st.gsl_prev_vp[i] = render3d_st.cam_vp_clean[i] }
render3d_st.gsl_reset = false
# Streamline records its own pipeline and descriptors into the command buffer; nothing needs
# forgetting, because every gvk_draw binds its pipeline, view and set afresh
render3d_st.gsl_eval_ok = r == 0
if r != 0 {
if not render3d_st.gsl_said { gsl_say_eval_failed(r); render3d_st.gsl_said = true }
render3d_st.post_color_w = render3d_st.post_w; render3d_st.post_color_h = render3d_st.post_h
return render3d_st.post_hdr.color
}
render3d_st.post_color_w = gl_width(); render3d_st.post_color_h = gl_height()
return render3d_st.gsl_out.color
}
# messages, each built in a function of its own so the path that says it holds no allocation
@alloc_ok("a message, built only when it is said: a failure, a warning or a debug switch")
function gsl_say_eval_failed(r: int) -> void { print(`r3d: streamline: DLSS evaluate failed ({r}); drawing without it`) }