fix(vk): support PsychoV35 HDR with DLSS and DLAA #2707
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Native HDR with PsychoV35 changes the gameplay upscale network's input and output to RGBA16F. The current packed-format gates leave DLSS out, so switching from Vanilla can make hair and clothing visibly jagged. This adds an opt-in DLSS/DLAA path for the RGBA16F pair and preserves the network's existing perceptual-to-linear conversion to avoid a washed-out picture.
Change
RX_VK_PSYCHOV35_DLSS=1accepts RGBA16F only with Native HDR, PsychoV35 and DLSS/DLAA. It is off by default. Packed B10G11R11 remains accepted; mixed format pairs and unrelated formats are rejected.dlss_out.comp. Create that pipeline only when the opt-in path draws. The existing packed shader header is unchanged and recompiles byte-for-byte identically with glslang 16.6.0.FSR and TAAU support are outside this PR. No renderer API change, game-code patch, shader-translator stamp change, debug dump, or program-cache invalidation is included.
Local validation
Windows, RTX 4070 SUPER 12 GB, Vulkan driver word
0x9a100000, 3840×2160 output, DLSS Quality (2560×1440 input), preset K, Native HDR + PsychoV35, sharpness 0. The reporter confirmed that the final local version removes the jagged edges and the washed-out image. This was checked on the reporter's own HDR display; no controlled FPS benchmark was performed.The cold-start comparison showed the RGBA16F network being dispatched while PsychoV35 was selected; DLSS feature creation started only after switching to Vanilla. With the fix, logs show the HDR DLSS feature and RGBA16F input/output, followed by repeated complete 600-frame DLSS reporting intervals. Hot-switching alone was misleading because a transitional frame could retain the old packed format.
The local runtime build started from
c356bef4; this submission is rebased onto4678050, and diagnostics plus unrelated local changes have been excluded. The three modified renderer translation units also compile with the latest tree's production build flags.Checks
test_psychov35_dlss,test_temporal_history,test_reactive_mask,test_hdr_encodeall pass.docs/temporal-history.md.4678050base: clean upstream 455 passed, 3 failed, 34 skipped; patched tree 456 passed, 3 failed, 34 skipped. The same failures occur intest_bug_report,test_child_unicodeandtest_input_backgroundwith this local Windows harness. No additional failures were introduced. Final targeted checks were repeated after making the new pipeline lazy and aligning the HDR test.Related: #2481, #2243. See also #2502; this does not claim to resolve the entire HDR tracking issue.
This is submitted as a draft because before/after screenshots are not attached yet and Linux/runtime validation on other GPUs is still welcome. Only authored source, its shader header, tests and documentation are included; no game files, SDK, saves, caches or private configuration are submitted.
Prepared with OpenAI Codex assistance; tested and submitted by the reporter.