ludic/packages/ludic.render3d/streamline.ludic
Orkuncakilkaya cc89fc37a4 feat(lang): strict numbers in float files; render3d on float
A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to
promote a computed int to a float implicitly: there it is almost always float bits. Explicit
float(x) is always allowed.

render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program
inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers,
nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals,
with float_bits / float_from_bits left only where bits really cross (runtime scratch
buffers, mixed buffers). Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 17:13:25 +03:00

500 lines
22 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
var gsl_on: bool = false # slInit succeeded: the interposer is the loader, the plugins are in
var gsl_dlss_ok: bool = false # what this adapter can run, from slIsFeatureSupported
var gsl_rr_ok: bool = false
var gsl_fg_ok: bool = false
var gsl_reflex_ok: bool = false
var gsl_pcl_ok: bool = false
var gsl_feats: bytes = null # kept alive: Preferences points at it
var gsl_logdir: bytes = null # and at this
var gsl_vp: bytes = null # sl::ViewportHandle 0, the one view
var gsl_tok_buf: bytes = null
var gsl_idx_buf: bytes = null
var gsl_token: pointer = null # this frame's sl::FrameToken, owned by Streamline
var gsl_frame_n: int = 0
var gsl_said: bool = false # one failure message, not one a frame
var gsl_fresh: bool = false # a token was taken since the last frame started (a present took it)
# ---- 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)
}
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
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() -> void {
if Os.platform() != "windows" { return }
if r3d_env_has("R3D_NO_STREAMLINE") { return }
Vk.sl_prefer(1)
}
# After Vk.open(), before vkCreateInstance.
function gsl_init() -> void {
if gsl_on or Vk.sl_active() == 0 { return }
gsl_feats = gsl_struct(20)
Vk.put_i32(gsl_feats, 0, GSL_DLSS); Vk.put_i32(gsl_feats, 4, GSL_REFLEX); Vk.put_i32(gsl_feats, 8, GSL_PCL)
Vk.put_i32(gsl_feats, 12, GSL_DLSS_RR); Vk.put_i32(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("R3D_SL_LOG") {
level = 2
let dir: pointer = r3d_env("R3D_SL_LOG")
let n = Text.length(r3d_env("R3D_SL_LOG"))
gsl_logdir = gsl_struct(n * 2 + 8) # pathToLogsAndData is a wide string
for i in 0 .. n { Vk.put_i32(gsl_logdir, i * 2, dir[i] & 255) }
Vk.put_ptr(pref, 56, 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, 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 }
gsl_on = true
gsl_vp = gsl_struct(40)
gsl_header(gsl_vp, 0x171b, 0x6435, 0x9b3c, 0x4fc8, 0x9994, 0xfbe5, 0x2569, 0xaaa4, 1)
gsl_tok_buf = bytes(8)
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(pd: pointer) -> void {
if not 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)
gsl_dlss_ok = Vk.sl_is_feature_supported(GSL_DLSS, ai) == 0
gsl_rr_ok = Vk.sl_is_feature_supported(GSL_DLSS_RR, ai) == 0
gsl_fg_ok = Vk.sl_is_feature_supported(GSL_DLSS_G, ai) == 0
gsl_reflex_ok = Vk.sl_is_feature_supported(GSL_REFLEX, ai) == 0
gsl_pcl_ok = Vk.sl_is_feature_supported(GSL_PCL, ai) == 0
print(`r3d: streamline: DLSS {gsl_dlss_ok}, ray reconstruction {gsl_rr_ok}, frame generation {gsl_fg_ok}, Reflex {gsl_reflex_ok}`)
}
# Before the device goes.
function gsl_shutdown() -> void {
if not gsl_on { return }
Vk.sl_shutdown()
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.
var gsl_reflex_mode: int = 0 # 0 off, 1 low latency, 2 low latency + boost
var gsl_reflex_applied: int = -1
var gsl_f_sleep: pointer = null
var gsl_f_marker: pointer = null
function r3d_reflex(mode: int) -> void {
gsl_reflex_mode = mode
if r3d_env_has("R3D_REFLEX") { gsl_reflex_mode = Text.to_int(r3d_env("R3D_REFLEX")) }
}
function r3d_reflex_live() -> bool { return gsl_on and gsl_reflex_ok and gsl_reflex_mode > 0 }
function gsl_marker(m: int) -> void {
if not gsl_pcl_ok or gsl_token == null { return }
if gsl_f_marker == null { gsl_f_marker = gsl_fn(GSL_PCL, "slPCLSetMarker") }
if gsl_f_marker != null { Vk.sl_call_ip(gsl_f_marker, m, gsl_token) }
}
function gsl_reflex_apply() -> void {
if not gsl_reflex_ok or gsl_reflex_applied == 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, gsl_reflex_mode)
if gsl_pcl_ok { Vk.put_i32(o, 40, 1) } # useMarkersToOptimize
if Vk.sl_call_p(f, o) == 0 { gsl_reflex_applied = gsl_reflex_mode }
}
function gsl_new_frame() -> void {
Vk.put_i32(gsl_idx_buf, 0, gsl_frame_n)
gsl_frame_n += 1
gsl_token = null
gsl_fresh = true
if Vk.sl_get_new_frame_token(gsl_tok_buf, gsl_idx_buf) == 0 { gsl_token = Vk.get_ptr(gsl_tok_buf, 0) }
if gsl_token == null { return }
gsl_reflex_apply()
if r3d_reflex_live() {
if gsl_f_sleep == null { gsl_f_sleep = gsl_fn(GSL_REFLEX, "slReflexSleep") }
if gsl_f_sleep != null { Vk.sl_call_p(gsl_f_sleep, gsl_token) }
}
gsl_marker(GSL_SIM_START)
}
# r3d_frame's first line: the game has simulated, the renderer starts recording
function gsl_frame_start() -> void {
if not gsl_on or gpu_kind != GPU_VK { return }
# a headless run never presents: each frame takes its own token here
if not gsl_fresh { gsl_new_frame() }
gsl_fresh = false
gsl_marker(GSL_SIM_END)
gsl_marker(GSL_SUBMIT_START)
}
function gsl_before_present() -> void {
if not gsl_on { return }
gsl_marker(GSL_SUBMIT_END)
gsl_marker(GSL_PRESENT_START)
}
function gsl_after_present() -> void {
if not gsl_on { return }
gsl_marker(GSL_PRESENT_END)
gsl_new_frame()
}
# ---- 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.
var gsl_dlss_mode: int = 0 # 0 off, 1 DLAA, 2 quality, 3 balanced, 4 performance
var gsl_opts: bytes = null
var gsl_opt_mode: int = -1
var gsl_opt_w: int = 0
var gsl_opt_h: int = 0
var gsl_rw: int = 0 # the render size DLSS asked for
var gsl_rh: int = 0
var gsl_set_mode: int = -1
var gsl_set_w: int = 0
var gsl_set_h: int = 0
var gsl_mv: Target = null
var gsl_out: Target = null
var gsl_consts: bytes = null
var gsl_tags: bytes = null
var gsl_res: bytes = null
var gsl_inputs: bytes = null
var gsl_prev_vp: floats = null
var gsl_reset: bool = true
var gsl_jitter_x: float = 0.0 # float bits, NDC offsets the projection carries this frame
var gsl_jitter_y: float = 0.0
var gsl_jpx: float = 0.0 # float bits, the same in pixels
var gsl_jpy: float = 0.0
var gsl_eval_ok: bool = true # the last evaluate worked: only then is the next frame jittered
# R3D_DLSS=0..4 overrides the setting, for a headless take
function r3d_dlss(mode: int) -> void {
var m = mode
if r3d_env_has("R3D_DLSS") { m = Text.to_int(r3d_env("R3D_DLSS")) }
if m != gsl_dlss_mode { gsl_reset = true }
gsl_dlss_mode = m
}
function gsl_dlss_live() -> bool { return gsl_on and gsl_dlss_ok and gsl_dlss_mode > 0 and gpu_kind == GPU_VK and gsl_token != null }
function r3d_dlss_live() -> bool { return gsl_on and gsl_dlss_ok and gsl_dlss_mode > 0 and 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(w: int, h: int) -> void {
if gsl_opts == null { gsl_opts = gsl_struct(88) }
Vk.zero(gsl_opts, 88)
gsl_header(gsl_opts, 0x6ac8, 0x26e4, 0x4c61, 0x4101, 0xa92d, 0x638d, 0x4210, 0x57b8, 3)
Vk.put_i32(gsl_opts, 32, gsl_sl_mode(gsl_dlss_mode))
Vk.put_i32(gsl_opts, 36, w)
Vk.put_i32(gsl_opts, 40, h)
Vk.put_i32(gsl_opts, 48, float_bits(1.0)) # preExposure
Vk.put_i32(gsl_opts, 52, float_bits(1.0)) # exposureScale
Vk.put_i32(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("R3D_DLSS_PRESET") { preset = Text.to_int(r3d_env("R3D_DLSS_PRESET")) }
if preset > 0 { for f in 0 .. 6 { Vk.put_i32(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() -> void {
if gsl_opt_mode == gsl_dlss_mode and gsl_opt_w == gl_w and gsl_opt_h == gl_h { return }
gsl_opt_mode = gsl_dlss_mode; gsl_opt_w = gl_w; gsl_opt_h = gl_h
gsl_rw = gl_w; gsl_rh = gl_h
let f = gsl_fn(GSL_DLSS, "slDLSSGetOptimalSettings")
if f == null { return }
gsl_fill_options(gl_w, gl_h)
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, gsl_opts, os) == 0 {
let w = Vk.get_i32(os, 32)
let h = Vk.get_i32(os, 36)
if w > 0 and h > 0 { gsl_rw = w; gsl_rh = h }
}
}
function r3d_dlss_render_w() -> int { if not r3d_dlss_live() { return gl_w }; gsl_optimal(); return gsl_rw }
function r3d_dlss_render_h() -> int { if not r3d_dlss_live() { return gl_h }; gsl_optimal(); return 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() -> void {
gsl_jitter_x = 0.0; gsl_jitter_y = 0.0; gsl_jpx = 0.0; 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() or not gsl_eval_ok or gsl_token == null or post_w <= 0 or post_h <= 0 { return }
# DLSS wants at least 8 x (display / render)^2 phases; 32 covers performance mode
let i = (gsl_frame_n % 32) + 1
gsl_jpx = gsl_halton(i, 2) - 0.5
gsl_jpy = gsl_halton(i, 3) - 0.5
gsl_jitter_x = 2.0 * gsl_jpx / float(post_w)
gsl_jitter_y = 2.0 * gsl_jpy / float(post_h)
}
# sl::Resource for one of the renderer's textures, in the layout every pass leaves them in
function gsl_resource(at: int, tex: int) -> void {
let p = Vk.at(gsl_res, at)
Vk.zero(p, 112)
gsl_header(p, 0x3a9d, 0x70cf, 0x2418, 0x4b72, 0x8391, 0x13f8, 0x721c, 0x7261, 1)
Vk.put_i64(p, 40, gvk_tex_image[tex])
Vk.put_i64(p, 48, gvk_mem_handle(gvk_mem_id(gvk_tex_mem[tex])))
Vk.put_i64(p, 56, gvk_tex_view[tex])
Vk.put_i32(p, 64, GSL_LAYOUT_READ)
Vk.put_i32(p, 68, gvk_tex_dims_w[tex])
Vk.put_i32(p, 72, gvk_tex_dims_h[tex])
Vk.put_i32(p, 76, gvk_tex_vkfmt[tex])
Vk.put_i32(p, 80, gvk_tex_levels[tex])
Vk.put_i32(p, 84, gvk_tex_layers[tex])
Vk.put_i32(p, 100, gvk_tex_usage(tex))
}
# the usage gvk_tex_storage gave the image
function gvk_tex_usage(tex: int) -> int {
let fmt = 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 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(i: int, buffer: int, w: int, h: int) -> void {
let p = Vk.at(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(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() -> void {
if gsl_consts == null { gsl_consts = gsl_struct(456) }
let k = 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, cam_fov, cam_aspect, cam_near, 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 gsl_prev_vp == null { gsl_prev_vp = m4_new(); for i in 0 .. 16 { gsl_prev_vp[i] = cam_vp_clean[i] } }
m4_mul(cur, fix, cam_vp_clean)
m4_mul(prev, fix, 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 = -gsl_jpx
var jy = -gsl_jpy
# R3D_DLSS_JX / R3D_DLSS_JY = -1 flip a sign, to check the convention against the picture
if r3d_env_has("R3D_DLSS_JX") and Text.to_int(r3d_env("R3D_DLSS_JX")) < 0 { jx = -jx }
if r3d_env_has("R3D_DLSS_JY") and Text.to_int(r3d_env("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, cam_pos)
let up = floats(3)
v3_cross(up, cam_right, cam_fwd)
gsl_put_v3(k, 388, up)
gsl_put_v3(k, 400, cam_right)
gsl_put_v3(k, 412, cam_fwd)
Vk.put_i32(k, 424, float_bits(cam_near))
Vk.put_i32(k, 428, float_bits(cam_far))
Vk.put_i32(k, 432, float_bits(cam_fov))
Vk.put_i32(k, 436, float_bits(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 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); free(up)
}
# make the DLSS targets at this frame's sizes
function gsl_targets() -> void {
if gsl_mv == null or gsl_mv.w != post_w or gsl_mv.h != post_h {
if gsl_mv != null { target_free(gsl_mv) }
gsl_mv = target_new(post_w, post_h, GL_RG16F, GL_RG, GL_HALF_FLOAT, false, GL_NEAREST)
gsl_reset = true
}
if gsl_out == null or gsl_out.w != gl_w or gsl_out.h != gl_h {
if gsl_out != null { target_free(gsl_out) }
gsl_out = target_new(gl_w, gl_h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
gsl_reset = true
}
# the LDR image the tonemap writes follows the upscaled size
if post_ldr.w != gl_w or post_ldr.h != gl_h {
target_free(post_ldr)
post_ldr = target_new(gl_w, gl_h, post_ldr_fmt(), GL_RGBA, GL_UNSIGNED_BYTE, false, GL_LINEAR)
post_ldr_hdr = gpu_hdr_active()
}
if gsl_res == null { gsl_res = gsl_struct(4 * 112); gsl_tags = gsl_struct(4 * 64); gsl_inputs = bytes(8) }
}
# Upscale post_hdr into gsl_out; the colour the rest of post reads (post_hdr's own if it failed).
function gsl_dlss_eval() -> int {
gsl_targets()
# no motion of its own: the camera's comes from depth
target_bind(gsl_mv)
gpu_clear_color(0.0, 0.0, 0.0, 0.0)
gpu_clear(GL_COLOR_BUFFER_BIT)
gvk_pass_end()
let cb = gvk_frame_cb()
if gsl_set_mode != gsl_dlss_mode or gsl_set_w != gl_w or gsl_set_h != gl_h {
let f = gsl_fn(GSL_DLSS, "slDLSSSetOptions")
gsl_fill_options(gl_w, gl_h)
if f != null and Vk.sl_call_pp(f, gsl_vp, gsl_opts) == 0 { gsl_set_mode = gsl_dlss_mode; gsl_set_w = gl_w; gsl_set_h = gl_h }
}
gsl_constants()
Vk.sl_set_constants(gsl_consts, gsl_token, gsl_vp)
gsl_resource(0, post_hdr.depth); gsl_tag(0, 0, post_w, post_h) # kBufferTypeDepth
gsl_resource(112, gsl_mv.color); gsl_tag(1, 1, post_w, post_h) # kBufferTypeMotionVectors
gsl_resource(224, post_hdr.color); gsl_tag(2, 3, post_w, post_h) # kBufferTypeScalingInputColor
gsl_resource(336, gsl_out.color); gsl_tag(3, 4, gl_w, gl_h) # kBufferTypeScalingOutputColor
Vk.sl_set_tag_for_frame(gsl_token, gsl_vp, gsl_tags, 4, cb)
Vk.put_ptr(gsl_inputs, 0, gsl_vp)
let r = Vk.sl_evaluate_feature(GSL_DLSS, gsl_token, gsl_inputs, 1, cb)
for i in 0 .. 16 { gsl_prev_vp[i] = cam_vp_clean[i] }
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
gsl_eval_ok = r == 0
if r != 0 {
if not gsl_said { print(`r3d: streamline: DLSS evaluate failed ({r}); drawing without it`); gsl_said = true }
post_color_w = post_w; post_color_h = post_h
return post_hdr.color
}
post_color_w = gl_w; post_color_h = gl_h
return gsl_out.color
}