Queue native Windows DLSS asynchronously and drain feature consumers
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@@ -61,11 +61,23 @@ The recording interval measures NGX calls on the recording thread, not Present.
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frame scheduling; use it separately from a production FPS measurement.
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`-ProfileCommandHooks` samples one in 64 D3D12 interceptions to distinguish
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tracking/lock waits from driver calls. It is disabled in ordinary runs.
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`-ProfileCudaApi` aggregates existing CUDA API host durations without adding
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HIP events or synchronization. `-UncachedInteropLists` restores per-frame
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copy-list allocation for comparison with the normal safely reused lists.
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The runner drains stdout/stderr concurrently as raw bytes; the earlier
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line-oriented PowerShell collector imposed large per-frame delays. The optional
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ZLUDA kernel profiler is for diagnostics only. Measurements and reproduction
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commands are in [windows-performance.md](windows-performance.md).
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`-AsyncInterop` enables the experimental K scheduling path. Submission queues
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the current frame's input/output dependencies and returns while a CUDA worker
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executes DLSS. Owned command memory is retained until GPU completion; feature
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release and resource reconfiguration wait for pending consumers. It passes
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the standalone queued-frame and Release/CreateFeature exact-output regression,
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but remains opt-in while game stability and performance are checked. It
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currently requires one D3D12 command queue. This switch is independent of
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profiling and output scans; omit those diagnostics for a production FPS run.
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Ordinary runs use OptiScaler info logging and suppress successful HIP/CUDA API
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messages. Errors, GPU identity, imports, frame records and native/translated
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kernel launches remain logged. `-VerboseRuntime` enables all API and frontend
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@@ -72,6 +72,64 @@ and compiler spill counts. Reports and proprietary workload inputs remain local.
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Native FP8 remains a separate optional experiment; the package uses the
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validated FP16-equivalent baseline. Its later checks and timings are below.
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## K host synchronization and asynchronous submission
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Current priority is K performance. The user's synchronous 4K reading is
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49–51 FPS / 53% GPU utilization, versus approximately 80+ FPS / 100% with
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FSR4. These readings do not identify a CPU hardware limit or provide a
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controlled same-scene comparison. M/FP8 optimization is deferred.
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ZLUDA candidate `a1c506f` adds `D4R_ZLUDA_PROFILE_API`, enabled by the game
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runner's `-ProfileCudaApi`. It measures existing API host durations, aggregates
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per thread and logs every two seconds without HIP events or additional waits.
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The synchronous control shows five `cuCtxSynchronize` calls per frame with
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about 3.9 ms aggregate host time. CUDA launch host overhead is approximately
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0.46 ms per frame. Cached copy-list setup is only 0.011 ms median. These host
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measurements include GPU waits and must not be added to GPU kernel times.
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| K/4K command submission, CPU median | Synchronous | First async | Async without CUDA mutex |
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| --- | ---: | ---: | ---: |
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| Entire submission, ms | 10.512 | 2.676 | 0.181 |
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| DLSS boundary, ms | 10.083 | 2.604 | 0.124 |
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| Consumer suffix completion, ms | 0.350 | 0.005 | 0.004 |
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The first async game run completes 9481 finite frames; the user reports
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60 FPS / 63% GPU. The mutex-free run crashes during feature recreation after
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366 finite frames, so its submission timing is not a successful gameplay
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benchmark. The standalone burst/recreate reproducer subsequently identifies
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caller-owned GPU backing freed after ReleaseFeature returns. Waiting for
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pending D3D12 consumers in ReleaseFeature fixes the reproducer: all twelve
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sync/async test frames pass, and corresponding RGB outputs are exact. Game
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stability and FPS must be checked separately on the fixed build.
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The fixed game retest on 2026-10-02 completes 16941 K/4K frames, all finite,
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including feature recreation and color-format reimports, with zero backend
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failures. The user reports 62 FPS / 63% GPU. Median CPU submission is
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0.197 ms, NGX host completion on the worker is 4.400 ms and output validation
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is 0.380 ms. The 10.162 ms median worker input wait includes queued game
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rendering. These results establish a stable five-minute test of this fix,
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not a conclusion about the remaining GPU idle time or FSR4 performance.
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`-AsyncInterop` is opt-in. It queues input/output fences on the submission
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thread, executes CUDA on a worker and retires owned command memory by GPU
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completion. Three copy slots bound outstanding ownership. The queue consumes
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the output of the same frame, with no CPU image copy. The worker's input wait
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includes its lead behind submitted rendering and is not a CPU submission
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stall. Neither that duration nor the NGX recording interval measures Present
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latency. Reconfiguration waits for all consumers; ordinary submission does not
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hold the CUDA mutex. The experimental runtime currently supports one queue.
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```powershell
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.\scripts\windows\test-async-k.ps1
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```
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The test generates fresh synchronous controls, submits three frames without
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intermediate CPU completion, and repeats while releasing/recreating the DLSS
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feature with work pending. Results include exact RGB comparisons, finite GPU
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scans, stdout/stderr, exceptions and runtime provenance. To include the local
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validated output-store optimization, pass its combined native directory with
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`-NativeRoot`; proprietary objects remain local.
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Further game coverage (HIP kernel profiling disabled, GPU output checks enabled):
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M at 1920x1080 completes 4833 frames, all finite. K at 3840x2160 completes
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4685 frames, all finite. Neither has a backend failure, CPU image copy or an
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@@ -10,6 +10,87 @@ explicit limits; the validated package keeps conservative arithmetic.
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## Milestone and gates
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**Current milestone: K performance remains open.** The user reports 49–51 FPS
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and about 53% GPU utilization in 4K Silent Hill 2, compared with roughly 80+
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FPS / 100% GPU utilization with FSR4 on this system. Functional K/M and the
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reproducible archive do not close this gate. Prioritize K queue scheduling and
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host synchronization; postpone further M/FP8 optimization. These user readings
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are not a controlled same-scene benchmark. Do not infer a hardware CPU limit
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from utilization alone.
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The next diagnostics add `-ProfileCudaApi` (ZLUDA patch 0015): aggregate host
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CUDA API durations without HIP-event waits. Boundary stages now separate
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prepare, copy-list setup, input/output submission and output-copy drain.
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Feature-owned input/output command lists and allocators are reused only after
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the existing completion fence; `-UncachedInteropLists` restores per-frame
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allocation for an A/B control. Submission drain fences/events are queue-owned
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and reused. No completion dependency or current-frame output is removed.
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The opt-in `-AsyncInterop` experiment reserves D3D12 input/output dependencies
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at submission, runs CUDA on a feature worker, and retires owned suffix command
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memory on a separate fence-completion service. Worker order is shared across
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features using the context; this experimental runtime requires one D3D12 queue.
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Three reusable copy contexts bound outstanding ownership. Every consumer waits
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for **its own** output; no previous-image selection or CPU image staging occurs.
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Steady-state submission uses immutable allocation metadata and per-frame
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resource/parameter snapshots, avoiding the CUDA mutex. Resize/reimport and
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feature creation/release drain D3D12 outside that mutex, keeping workers able to signal
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already-published waits. Worker failures poison the context and are logged.
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First async game run: 9481 K/4K frames and finite GPU scans, zero backend failures;
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the user reports **60 FPS / 63% GPU**. Median command submission drops from
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10.512 ms (synchronous control) to 2.676 ms. The next mutex-free candidate
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submits in median 0.181 ms, but its initial game test exits with UE
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`DXGI_ERROR_DEVICE_HUNG` during resource/feature recreation after 366 finite
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frames. Its crash context and dump are in
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`test-results/silent-hill2-k-async-nolock-4k/ue-crash`. Do not classify this as
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success or enable the experiment by default until the game reconfiguration gate
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passes. The new standalone burst + Release/CreateFeature mode reproduces the
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GPU hang without the game. Retaining the d4r Feature through completion does
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not retain OptiScaler's caller-owned root-CBV buffers: OptiScaler frees its
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shader backing immediately after NGX ReleaseFeature returns. ReleaseFeature
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now waits for pending workers, copy contexts and all submitted D3D12 consumers
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before returning, outside the CUDA mutex. The fixed four-way regression
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(sync/async x burst/recreate) completes twelve K/4K frames; all six async RGB
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outputs exactly match their corresponding fresh synchronous controls, with
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no NaN/Inf or GPU hang. Results:
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`test-results/k-async-release-drain-4k/validation.json`. The fixed game retest
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on 2026-10-02 completes **16941 K/4K frames**, 16941 finite GPU scans and
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203292 native launches, with zero backend failures/CPU image copies/previous
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frame outputs. It includes two feature creations and color-format reimports;
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the previous recreation crash does not recur in this five-minute run. The
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user reports **62 FPS / 63% GPU** in the comparison scene. Median command
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submission is 0.197 ms; DLSS worker NGX completion is 4.400 ms and output
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scan is 0.380 ms. Logs:
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`test-results/silent-hill2-k-async-release-fix-4k`. The runner deliberately
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stops at its bound (`diagnostic_timeout`); there is no recorded game crash.
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The K performance gate remains open.
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Three ordinary K/4K async frames and three queued together without intermediate
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CPU completion all match their corresponding prior synchronous RGB exactly;
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the temporal controls differ between frames. One burst attempt times out during
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NGX creation before submitting a frame after the game GPU crash; HIP/D3D12
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sanity probes pass and the 600-second retry completes and matches all frames.
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`test-async-k.ps1` generates fresh synchronous controls and checks burst and
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Release/CreateFeature with pending work, rather than depending on saved fixtures:
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```powershell
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.\scripts\windows\test-async-k.ps1
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```
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New game crashes are automatically copied from the current Silent Hill 2 UE
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crash directory into the diagnostic bundle, including its error reason and
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minidump; proprietary/private artifacts remain excluded from public packaging.
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The profiling candidate is ZLUDA
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`a1c506fc956cfc347c56c44311669700c0d500ac` in
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`dist/zluda-windows-api-profile`. Patch 0015 adds optional per-thread host API
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aggregates without extra synchronization; ordinary runs leave it disabled.
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All fourteen patches (0002 through 0015) apply to pinned base `ee2f25a`.
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All sixteen CTest gates also pass with `D4R_ASYNC_INTEROP=1` after the release
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fix. The previously archived synchronous package described below remains a
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separate artifact; it does not contain this async scheduling change.
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Upstream refreshed and merged on 2026-10-01 through
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[`f0d1a65`](https://github.com/countervolts/d4r/commit/f0d1a65e27aff6cbe7eeaa13227c80facb9056ab)
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and artifact fix `65dfc9f`. Windows retains strict f16 rounding and the exact
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@@ -0,0 +1,83 @@
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From a1c506fc956cfc347c56c44311669700c0d500ac Mon Sep 17 00:00:00 2001
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From: Codex <codex@localhost>
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Date: Thu, 1 Oct 2026 22:16:19 +0300
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Subject: [PATCH] Profile CUDA host API duration without serializing GPU
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launches
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---
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zluda/src/d4r_api_profile.rs | 34 ++++++++++++++++++++++++++++++++++
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zluda/src/lib.rs | 3 +++
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2 files changed, 37 insertions(+)
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create mode 100644 zluda/src/d4r_api_profile.rs
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diff --git a/zluda/src/d4r_api_profile.rs b/zluda/src/d4r_api_profile.rs
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new file mode 100644
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index 0000000..ef2da1b
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--- /dev/null
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+++ b/zluda/src/d4r_api_profile.rs
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@@ -0,0 +1,34 @@
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+//! Host API timings only: no HIP events, stream waits, or altered scheduling.
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+use std::{cell::RefCell, collections::BTreeMap, sync::OnceLock, time::Instant};
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+
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+#[derive(Default)]
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+struct Row { calls: u64, total_ms: f64, max_ms: f64 }
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+struct Samples { since: Instant, rows: BTreeMap<&'static str, Row> }
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+thread_local! {
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+ static SAMPLES: RefCell<Samples> = RefCell::new(Samples { since: Instant::now(), rows: BTreeMap::new() });
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+}
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+pub(crate) struct Call { name: &'static str, start: Instant }
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+impl Call {
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+ pub(crate) fn begin(name: &'static str) -> Option<Self> {
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+ static ENABLED: OnceLock<bool> = OnceLock::new();
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+ if !*ENABLED.get_or_init(|| std::env::var_os("D4R_ZLUDA_PROFILE_API").is_some()) { return None; }
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+ Some(Self { name, start: Instant::now() })
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+ }
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+}
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+impl Drop for Call {
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+ fn drop(&mut self) {
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+ let ms = self.start.elapsed().as_secs_f64() * 1000.;
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+ SAMPLES.with(|samples| {
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+ let mut samples = samples.borrow_mut();
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+ let row = samples.rows.entry(self.name).or_default();
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+ row.calls += 1; row.total_ms += ms; row.max_ms = row.max_ms.max(ms);
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+ let period_ms = samples.since.elapsed().as_secs_f64() * 1000.;
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+ if period_ms < 2000. { return; }
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+ for (name, row) in &samples.rows {
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+ eprintln!("D4R_CUDA_API_PROFILE thread={:?} api={name} calls={} total_ms={:.6} max_ms={:.6} period_ms={period_ms:.6} serializing=0",
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+ std::thread::current().id(), row.calls, row.total_ms, row.max_ms);
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+ }
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+ samples.rows.clear(); samples.since = Instant::now();
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+ });
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+ }
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+}
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diff --git a/zluda/src/lib.rs b/zluda/src/lib.rs
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index ecdeb3e..31bfa42 100644
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--- a/zluda/src/lib.rs
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+++ b/zluda/src/lib.rs
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@@ -2,6 +2,7 @@ use cuda_types::cuda::CUerror;
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use std::sync::atomic::{AtomicBool, Ordering};
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pub(crate) mod r#impl;
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+mod d4r_api_profile;
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#[cfg_attr(windows, path = "os_win.rs")]
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#[cfg_attr(not(windows), path = "os_unix.rs")]
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mod os;
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@@ -40,6 +41,7 @@ macro_rules! implemented {
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if !initialized() {
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return Err(CUerror::DEINITIALIZED);
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}
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+ let _profile = d4r_api_profile::Call::begin(stringify!($fn_name));
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cuda_macros::cuda_normalize_fn!( crate::r#impl::$fn_name ) ($(zluda_common::FromCuda::<_, CUerror>::from_cuda(&$arg_id)?),*)?;
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Ok(())
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}
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@@ -57,6 +59,7 @@ macro_rules! implemented_in_function {
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if !initialized() {
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return Err(CUerror::DEINITIALIZED);
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}
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+ let _profile = d4r_api_profile::Call::begin(stringify!($fn_name));
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cuda_macros::cuda_normalize_fn!( crate::r#impl::function::$fn_name ) ($(zluda_common::FromCuda::<_, CUerror>::from_cuda(&$arg_id)?),*)?;
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Ok(())
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}
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--
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2.55.0.windows.5
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@@ -0,0 +1,54 @@
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[CmdletBinding()]
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param(
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[string]$NgxCore, [string]$DlssDll, [string]$NativeRoot,
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[string]$ZludaRoot, [string]$PackageRoot,
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[string]$Resolution = '3840x2160',
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[string]$OutputDirectory
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)
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$ErrorActionPreference = 'Stop'
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$repo = [IO.Path]::GetFullPath((Join-Path $PSScriptRoot '../..'))
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if (!$NgxCore) { $NgxCore = Join-Path $repo '_nvngx.dll' }
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if (!$DlssDll) { $DlssDll = Join-Path $repo 'nvngx_dlss.dll' }
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if (!$NativeRoot) { $NativeRoot = Join-Path $repo 'build/native-k-gfx1201' }
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if (!$ZludaRoot) { $ZludaRoot = Join-Path $repo 'dist/zluda-windows-api-profile' }
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if (!$PackageRoot) { $PackageRoot = Join-Path $repo 'dist/windows-rdna4-command-list' }
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if (!$OutputDirectory) { $OutputDirectory = Join-Path $repo ('test-results/async-k-' + (Get-Date -Format 'yyyyMMdd-HHmmss-fff')) }
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if ($Resolution -notmatch '^([0-9]+)x([0-9]+)$') { throw 'Resolution must be WIDTHxHEIGHT' }
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$width=$Matches[1]; $height=$Matches[2]
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New-Item -ItemType Directory -Force $OutputDirectory | Out-Null
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$settings = @{D4R_DIAG_BURST='1'; D4R_DIAG_RECREATE=$null; D4R_ASYNC_INTEROP=$null;
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D4R_ZLUDA_NATIVE_DIR=$NativeRoot; D4R_QUIET_API='1'; D4R_VALIDATE_OUTPUT='1';
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D4R_PROFILE_STAGES='1'; D4R_ZLUDA_PROFILE=$null; D4R_ZLUDA_PROFILE_API=$null;
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ZLUDA_CACHE_DIR=(Join-Path $repo 'build/zluda-cache-windows');
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PYTHONPATH=(Join-Path $repo '.tools/python/vendor')}
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$old=@{}
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try {
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foreach ($key in $settings.Keys) {
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$old[$key]=[Environment]::GetEnvironmentVariable($key,'Process')
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[Environment]::SetEnvironmentVariable($key,$settings[$key],'Process')
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}
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foreach ($mode in @('burst','recreate')) {
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[Environment]::SetEnvironmentVariable('D4R_DIAG_RECREATE', $(if ($mode -eq 'recreate') { '1' } else { $null }), 'Process')
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foreach ($variant in @('sync','async')) {
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[Environment]::SetEnvironmentVariable('D4R_ASYNC_INTEROP', $(if ($variant -eq 'async') { '1' } else { $null }), 'Process')
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$output=Join-Path $OutputDirectory "$variant-$mode"
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$arguments=@{RuntimeProfile='therock'; ZludaRoot=$ZludaRoot; PackageRoot=$PackageRoot;
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NgxCore=$NgxCore; DlssDll=$DlssDll; NgxOnly=$true; NgxMode='d3d12'; NgxAbi='project-legacy';
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Preset=11; NgxCreateFlags=11; NgxOutputResolution=$Resolution; RequireNativeNetwork=$true;
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CommandListBackend=$true; EarlyIndirectProbe=$true; PixelProfile='depth-stencil';
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BarrierMode='inherited-legacy'; Iterations=3; CaptureExceptions=$true; TimeoutSeconds=600;
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OptiScalerDll=(Join-Path $repo 'dist/optiscaler-windows-d4r/OptiScaler.dll'); OutputDirectory=$output}
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& (Join-Path $PSScriptRoot 'test-windows-rdna4.ps1') @arguments
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if ($LASTEXITCODE) { throw "Failed $variant-$mode; logs: $output" }
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}
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& python.exe (Join-Path $repo 'tools/windows/frame_compare.py') --reference (Join-Path $OutputDirectory "sync-$mode") --actual (Join-Path $OutputDirectory "async-$mode") --width $width --height $height --exact |
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Tee-Object -FilePath (Join-Path $OutputDirectory "$mode-comparison.log")
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if ($LASTEXITCODE) { throw "Async $mode output mismatch" }
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}
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@{passed=$true; architecture='gfx1201'; preset=11; resolution=$Resolution;
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modes=@('burst','recreate'); framesPerMode=3; exactRgb=$true} |
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ConvertTo-Json | Set-Content -LiteralPath (Join-Path $OutputDirectory 'validation.json') -Encoding UTF8
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Write-Host "PASS asynchronous K burst/recreate: $OutputDirectory"
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} finally {
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foreach ($key in $old.Keys) { [Environment]::SetEnvironmentVariable($key,$old[$key],'Process') }
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}
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@@ -12,6 +12,9 @@ param(
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[switch]$ProfileStages,
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[switch]$ProfileKernels,
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[switch]$ProfileCommandHooks,
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[switch]$ProfileCudaApi,
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[switch]$UncachedInteropLists,
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[switch]$AsyncInterop,
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[switch]$VerboseRuntime,
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[switch]$CaptureExceptions,
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[string[]]$GameArguments = @('-dx12'),
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@@ -178,6 +181,9 @@ $settings = @{
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D4R_PROFILE_STAGES=$(if ($ProfileStages) { '1' } else { $null });
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D4R_ZLUDA_PROFILE=$(if ($ProfileKernels) { '1' } else { $null });
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D4R_PROFILE_COMMAND_HOOKS=$(if ($ProfileCommandHooks) { '1' } else { $null });
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D4R_ZLUDA_PROFILE_API=$(if ($ProfileCudaApi) { '1' } else { $null });
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D4R_DISABLE_INTEROP_LIST_CACHE=$(if ($UncachedInteropLists) { '1' } else { $null });
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D4R_ASYNC_INTEROP=$(if ($AsyncInterop) { '1' } else { $null });
|
||||
D4R_DIAG_DIR=$OutputDirectory; ZLUDA_LOG_DIR=(Join-Path $OutputDirectory 'zluda-trace');
|
||||
ZLUDA_CACHE_DIR=$CacheDirectory; PATH=((GamePath 'd4r/hip/bin') + ';' + (GamePath 'd4r/zluda') + ';' + $env:PATH)
|
||||
}
|
||||
@@ -246,6 +252,19 @@ try {
|
||||
$stdout = Get-Content -LiteralPath (Join-Path $OutputDirectory 'd4r.stdout.log') -Raw
|
||||
$debugger = Get-Content -LiteralPath (Join-Path $OutputDirectory 'debugger.log') -Raw
|
||||
$gameExit = [regex]::Match($debugger, 'EXIT code=0x([0-9a-f]+)')
|
||||
$gameCrash = $null
|
||||
if ([IO.Path]::GetFileName($GameExe) -eq 'SHProto-Win64-Shipping.exe' -and $gameExit.Success -and $gameExit.Groups[1].Value -ne '0') {
|
||||
$crashRoot = Join-Path $env:LOCALAPPDATA 'SilentHill2/Saved/Crashes'
|
||||
$latest = Get-ChildItem -LiteralPath $crashRoot -Directory -ErrorAction SilentlyContinue |
|
||||
Where-Object { $_.LastWriteTime -ge (Get-Date).AddSeconds(-$timer.Elapsed.TotalSeconds-5) } |
|
||||
Sort-Object LastWriteTime -Descending | Select-Object -First 1
|
||||
if ($latest) {
|
||||
Copy-Item -LiteralPath $latest.FullName -Destination (Join-Path $OutputDirectory 'ue-crash') -Recurse
|
||||
[xml]$context = Get-Content -LiteralPath (Join-Path $latest.FullName 'CrashContext.runtime-xml') -Raw
|
||||
$gameCrash = @{type=[string]$context.FGenericCrashContext.RuntimeProperties.CrashType;
|
||||
reason=[string]$context.FGenericCrashContext.RuntimeProperties.ErrorMessage}
|
||||
}
|
||||
}
|
||||
# A bounded stop can interrupt the last printf; count only complete records.
|
||||
$frames = [regex]::Matches($stdout, '(?m)^D4R_FRAME cpu_frame_copies=([0-9]+) frame_age=([0-9]+) interop_ngx_ms=([0-9.]+)\r?$')
|
||||
$checks = [regex]::Matches($stdout, '(?m)^D4R_OUTPUT_VALIDATION elements=([0-9]+) nan=([0-9]+) inf=([0-9]+) diagnostics_cpu_bytes=8\r?$')
|
||||
@@ -254,7 +273,7 @@ try {
|
||||
$kernels = @($launches | ForEach-Object { $_.Groups[1].Value + ' ' + $_.Groups[2].Value } | Group-Object | ForEach-Object {
|
||||
$parts=$_.Name.Split(' '); @{kernel=$parts[0]; backend=$parts[1]; launches=$_.Count}
|
||||
})
|
||||
@{exitCode=$(if ($gameExit.Success) { '0x' + $gameExit.Groups[1].Value } else { 'diagnostic_timeout' }); runSeconds=$timer.Elapsed.TotalSeconds; preset=$Preset;
|
||||
@{exitCode=$(if ($gameExit.Success) { '0x' + $gameExit.Groups[1].Value } else { 'diagnostic_timeout' }); runSeconds=$timer.Elapsed.TotalSeconds; preset=$Preset; gameCrash=$gameCrash;
|
||||
nativeLaunches=([regex]::Matches($stderr, '\[d4r-launch\].*backend=native')).Count;
|
||||
completedFrames=$frames.Count; outputValidationRequested=[bool]$ValidateOutput;
|
||||
outputGpuChecks=$checks.Count; nonfiniteOutputs=$nonfinite; kernels=$kernels;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "d3d12_command_hooks.h"
|
||||
#include "d3d12_newer_commands.h"
|
||||
#include "d3d12_retirement.h"
|
||||
#include <MinHook.h>
|
||||
#include <atomic>
|
||||
#include <memory>
|
||||
@@ -406,6 +407,9 @@ std::mutex queue_metadata_mutex;
|
||||
struct SubmissionLock final : IUnknown {
|
||||
std::atomic<ULONG> references{1};
|
||||
std::recursive_mutex mutex;
|
||||
ComPtr<ID3D12Fence> completion_fence;
|
||||
Handle completion_event;
|
||||
uint64_t completion_value = 0;
|
||||
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, void** out) override {
|
||||
if (!out) return E_POINTER; *out = nullptr;
|
||||
if (iid != IID_IUnknown) return E_NOINTERFACE;
|
||||
@@ -442,15 +446,31 @@ HRESULT STDMETHODCALLTYPE hook_queue_wait(ID3D12CommandQueue* queue, ID3D12Fence
|
||||
return queue_fence(original_queue_wait, queue, fence, value);
|
||||
}
|
||||
void complete(ID3D12CommandQueue* queue) {
|
||||
auto owner = submission_lock(queue);
|
||||
std::lock_guard<std::recursive_mutex> ordered(owner->mutex);
|
||||
if (!owner->completion_fence) {
|
||||
ComPtr<ID3D12Device> device; dx(queue->GetDevice(IID_PPV_ARGS(device.GetAddressOf())), "Queue device(submit drain)");
|
||||
ComPtr<ID3D12Fence> fence; dx(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(fence.GetAddressOf())), "Queue fence(submit drain)");
|
||||
Handle event; event.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
|
||||
if (!event.value) throw std::runtime_error("CreateEvent(submit drain)");
|
||||
dx(queue->Signal(fence.Get(), 1), "Queue Signal(submit drain)");
|
||||
if (fence->GetCompletedValue() < 1) {
|
||||
dx(fence->SetEventOnCompletion(1, event.value), "Queue event(submit drain)");
|
||||
if (WaitForSingleObject(event.value, 30000) != WAIT_OBJECT_0) throw std::runtime_error("GPU submit boundary timed out");
|
||||
dx(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(owner->completion_fence.GetAddressOf())), "Queue fence(submit drain)");
|
||||
}
|
||||
if (!owner->completion_event.value) owner->completion_event.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
|
||||
if (!owner->completion_event.value) throw std::runtime_error("CreateEvent(submit drain)");
|
||||
const auto value = ++owner->completion_value;
|
||||
dx(queue->Signal(owner->completion_fence.Get(), value), "Queue Signal(submit drain)");
|
||||
if (owner->completion_fence->GetCompletedValue() < value) {
|
||||
dx(owner->completion_fence->SetEventOnCompletion(value, owner->completion_event.value), "Queue event(submit drain)");
|
||||
if (WaitForSingleObject(owner->completion_event.value, 30000) != WAIT_OBJECT_0) throw std::runtime_error("GPU submit boundary timed out");
|
||||
}
|
||||
}
|
||||
void retire(ID3D12CommandQueue* queue, std::vector<std::shared_ptr<Recording>> owners) {
|
||||
auto owner = submission_lock(queue);
|
||||
if (!owner->completion_fence) {
|
||||
ComPtr<ID3D12Device> device; dx(queue->GetDevice(IID_PPV_ARGS(device.GetAddressOf())), "Retirement device");
|
||||
dx(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(owner->completion_fence.GetAddressOf())), "Retirement fence");
|
||||
}
|
||||
const auto value = ++owner->completion_value;
|
||||
dx(queue->Signal(owner->completion_fence.Get(), value), "Queue Signal(retirement)");
|
||||
GpuRetirement::instance().submit(owner->completion_fence.Get(), value,
|
||||
std::make_shared<std::vector<std::shared_ptr<Recording>>>(std::move(owners)));
|
||||
}
|
||||
void STDMETHODCALLTYPE hook_execute(ID3D12CommandQueue* queue, UINT count, ID3D12CommandList* const* lists) {
|
||||
if (internal) { original_execute(queue, count, lists); return; }
|
||||
@@ -498,7 +518,9 @@ void STDMETHODCALLTYPE hook_execute(ID3D12CommandQueue* queue, UINT count, ID3D1
|
||||
}
|
||||
flush();
|
||||
if (boundaries) {
|
||||
const auto drainStart = Clock::now(); complete(queue); drainMs = milliseconds(drainStart);
|
||||
const auto drainStart = Clock::now();
|
||||
if (std::getenv("D4R_ASYNC_INTEROP")) retire(queue, std::move(owners)); else complete(queue);
|
||||
drainMs = milliseconds(drainStart);
|
||||
if (profile_commands()) std::printf("D4R_COMMAND_SUBMIT total_ms=%.3f boundary_ms=%.3f publish_ms=%.3f suffix_drain_ms=%.3f\n",
|
||||
milliseconds(submitStart), boundaryMs, publishMs, drainMs);
|
||||
}
|
||||
|
||||
@@ -281,7 +281,63 @@ int main(int argc, char** argv) {
|
||||
IID_PPV_ARGS(list.ReleaseAndGetAddressOf())), "Create game-style command list");
|
||||
dx(list->Close(), "Close initial game-style list");
|
||||
}
|
||||
const bool burst = std::getenv("D4R_DIAG_BURST") != nullptr;
|
||||
const bool recreate = std::getenv("D4R_DIAG_RECREATE") != nullptr;
|
||||
if (burst && (!commandBackend || args.iterations > 8)) throw std::runtime_error("Burst requires command-list backend and at most 8 frames");
|
||||
struct SubmittedFrame {
|
||||
ComPtr<ID3D12CommandAllocator> allocator;
|
||||
ComPtr<ID3D12GraphicsCommandList> list;
|
||||
ComPtr<ID3D12Resource> readback;
|
||||
};
|
||||
std::vector<SubmittedFrame> submitted;
|
||||
std::vector<std::pair<ComPtr<ID3D12CommandAllocator>, ComPtr<ID3D12GraphicsCommandList>>> creation_owners;
|
||||
auto validate_output = [&](ID3D12Resource* image_readback, unsigned frame) {
|
||||
void* raw = nullptr; D3D12_RANGE range{0, size_t(textures[3].bytes)};
|
||||
dx(image_readback->Map(0, &range, &raw), "Map(verification only)");
|
||||
std::vector<uint16_t> pixels(size_t(outWidth) * outHeight * 4);
|
||||
const auto format = resource_desc(textures[3].image.Get()).Format;
|
||||
if (format == DXGI_FORMAT_R16G16B16A16_FLOAT) {
|
||||
for (unsigned y = 0; y < outHeight; ++y) std::memcpy(pixels.data() + size_t(y) * outWidth * 4,
|
||||
static_cast<uint8_t*>(raw) + y * textures[3].footprint.Footprint.RowPitch, outWidth * 8);
|
||||
} else {
|
||||
std::ofstream native(directory / ("output-" + std::to_string(frame) + (args.pixel_profile == "packed" ? ".r11g11b10f" : ".bgra8")), std::ios::binary);
|
||||
// Independently decode the diagnostic readback for previews and
|
||||
// frame comparisons. No CPU image copies are in the backend.
|
||||
static const auto unormHalf = [] {
|
||||
std::array<uint16_t, 256> lut{};
|
||||
for (unsigned b = 0; b < 256; ++b) { double best = INFINITY; for (unsigned h = 0; h <= 0x3c00; ++h) { double error = std::abs(double(half_value(uint16_t(h))) - double(b)/255.); if (error < best || (error == best && !(h & 1))) { best = error; lut[b] = uint16_t(h); } } }
|
||||
return lut;
|
||||
}();
|
||||
for (unsigned y = 0; y < outHeight; ++y) {
|
||||
const auto* row = static_cast<uint8_t*>(raw) + y * textures[3].footprint.Footprint.RowPitch;
|
||||
native.write(reinterpret_cast<const char*>(row), outWidth * 4);
|
||||
for (unsigned x = 0; x < outWidth; ++x) {
|
||||
auto* p = pixels.data() + (size_t(y) * outWidth + x) * 4;
|
||||
if (format == DXGI_FORMAT_R11G11B10_FLOAT) { uint32_t value = 0; std::memcpy(&value,row + x * 4,4); p[0] = uint16_t((value & 2047) << 4); p[1] = uint16_t(((value >> 11) & 2047) << 4); p[2] = uint16_t((value >> 22) << 5); p[3] = 0x3c00; }
|
||||
else for (unsigned c = 0; c < 4; ++c) p[c] = unormHalf[row[x * 4 + (c == 0 ? 2 : c == 2 ? 0 : c)]];
|
||||
}
|
||||
}
|
||||
if (!native) throw std::runtime_error("Saving native output format failed");
|
||||
}
|
||||
D3D12_RANGE noWrite{}; image_readback->Unmap(0, &noWrite);
|
||||
double sum = 0, square = 0;
|
||||
for (size_t i = 0; i < pixels.size(); ++i) {
|
||||
const float value = half_value(pixels[i]);
|
||||
if (!std::isfinite(value)) throw std::runtime_error("D3D12 output contains NaN/Inf or unwritten pixels");
|
||||
if ((i & 3) < 3) { sum += value; square += double(value) * value; }
|
||||
}
|
||||
const double count = outWidth * outHeight * 3, variance = square / count - (sum / count) * (sum / count);
|
||||
save_output(directory, pixels, outWidth, outHeight, frame);
|
||||
std::printf("D3D12_OUTPUT preset=%u frame=%u finite=1 mean=%.9g variance=%.9g frame_age=0\n", args.preset, frame, sum/count, variance);
|
||||
if (variance < 1e-6) throw std::runtime_error("D3D12 output lost the synthetic pattern");
|
||||
};
|
||||
for (unsigned frame = 0; frame < args.iterations; ++frame) {
|
||||
if (burst) {
|
||||
dx(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(allocator.ReleaseAndGetAddressOf())), "Burst allocator");
|
||||
dx(device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator.Get(), nullptr, IID_PPV_ARGS(list.ReleaseAndGetAddressOf())), "Burst list");
|
||||
dx(list->Close(), "Burst initial Close");
|
||||
readback = make_buffer(device.Get(), textures[3].bytes, D3D12_HEAP_TYPE_READBACK, D3D12_HEAP_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
}
|
||||
d4r_ngx_set_int(parameters, "Reset", frame == 0 ? 1 : 0);
|
||||
if (commandBackend) {
|
||||
dx(allocator->Reset(), "Reset(game-style allocator)"); dx(list->Reset(allocator.Get(), nullptr), "Reset(game-style list)");
|
||||
@@ -312,46 +368,33 @@ int main(int argc, char** argv) {
|
||||
if (commandBackend && frame == 0) {
|
||||
ID3D12CommandList* batch[] = {predecessor.Get(), list.Get()}; queue->ExecuteCommandLists(2, batch);
|
||||
} else { ID3D12CommandList* verify[] = {list.Get()}; queue->ExecuteCommandLists(1, verify); }
|
||||
drain();
|
||||
if (!burst) drain(); else submitted.push_back({allocator, list, readback});
|
||||
if (commandBackend) d4r_ngx_set_d3d12_resource(parameters, "Color", textures[0].image.Get());
|
||||
void* raw = nullptr; D3D12_RANGE range{0, size_t(textures[3].bytes)};
|
||||
dx(readback->Map(0, &range, &raw), "Map(verification only)");
|
||||
std::vector<uint16_t> pixels(size_t(outWidth) * outHeight * 4);
|
||||
const auto format = resource_desc(textures[3].image.Get()).Format;
|
||||
if (format == DXGI_FORMAT_R16G16B16A16_FLOAT) {
|
||||
for (unsigned y = 0; y < outHeight; ++y) std::memcpy(pixels.data() + size_t(y) * outWidth * 4,
|
||||
static_cast<uint8_t*>(raw) + y * textures[3].footprint.Footprint.RowPitch, outWidth * 8);
|
||||
} else {
|
||||
std::ofstream native(directory / ("output-" + std::to_string(frame) + (args.pixel_profile == "packed" ? ".r11g11b10f" : ".bgra8")), std::ios::binary);
|
||||
// Independently decode the diagnostic readback for previews and
|
||||
// frame comparisons. No CPU image copies are in the backend.
|
||||
static const auto unormHalf = [] {
|
||||
std::array<uint16_t, 256> lut{};
|
||||
for (unsigned b = 0; b < 256; ++b) { double best = INFINITY; for (unsigned h = 0; h <= 0x3c00; ++h) { double error = std::abs(double(half_value(uint16_t(h))) - double(b)/255.); if (error < best || (error == best && !(h & 1))) { best = error; lut[b] = uint16_t(h); } } }
|
||||
return lut;
|
||||
}();
|
||||
for (unsigned y = 0; y < outHeight; ++y) {
|
||||
const auto* row = static_cast<uint8_t*>(raw) + y * textures[3].footprint.Footprint.RowPitch;
|
||||
native.write(reinterpret_cast<const char*>(row), outWidth * 4);
|
||||
for (unsigned x = 0; x < outWidth; ++x) {
|
||||
auto* p = pixels.data() + (size_t(y) * outWidth + x) * 4;
|
||||
if (format == DXGI_FORMAT_R11G11B10_FLOAT) { uint32_t value = 0; std::memcpy(&value,row + x * 4,4); p[0] = uint16_t((value & 2047) << 4); p[1] = uint16_t(((value >> 11) & 2047) << 4); p[2] = uint16_t((value >> 22) << 5); p[3] = 0x3c00; }
|
||||
else for (unsigned c = 0; c < 4; ++c) p[c] = unormHalf[row[x * 4 + (c == 0 ? 2 : c == 2 ? 0 : c)]];
|
||||
if (!burst) validate_output(readback.Get(), frame);
|
||||
if (recreate && frame + 1 < args.iterations) {
|
||||
// Release/create without an explicit harness drain. In burst
|
||||
// mode earlier frames can still be using the old feature.
|
||||
check(release(handle), "Recreate ReleaseFeature"); featureCleanup.h = nullptr;
|
||||
dx(creationAllocator->Reset(), "Recreate allocator Reset");
|
||||
dx(creationList->Reset(creationAllocator.Get(), nullptr), "Recreate list Reset");
|
||||
handle = nullptr;
|
||||
check(shim.symbol<Create>("NVSDK_NGX_D3D12_CreateFeature")(creationList.Get(), 1, parameters, &handle), "Recreate CreateFeature");
|
||||
featureCleanup.h = handle;
|
||||
dx(creationList->Close(), "Recreate list Close");
|
||||
ID3D12CommandList* created[] = {creationList.Get()}; queue->ExecuteCommandLists(1, created);
|
||||
creation_owners.emplace_back(creationAllocator, creationList);
|
||||
// This empty creation list owns no work; the next recreation
|
||||
// allocates independent command memory without waiting on GPU.
|
||||
dx(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(creationAllocator.ReleaseAndGetAddressOf())), "Next recreate allocator");
|
||||
dx(device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, creationAllocator.Get(), nullptr, IID_PPV_ARGS(creationList.ReleaseAndGetAddressOf())), "Next recreate list");
|
||||
dx(creationList->Close(), "Next recreate initial Close");
|
||||
std::printf("D4R_RECREATE_VALIDATION submitted_frame=%u next_feature_created=1\n", frame);
|
||||
}
|
||||
}
|
||||
if (!native) throw std::runtime_error("Saving native output format failed");
|
||||
}
|
||||
D3D12_RANGE noWrite{}; readback->Unmap(0, &noWrite);
|
||||
double sum = 0, square = 0;
|
||||
for (size_t i = 0; i < pixels.size(); ++i) {
|
||||
const float value = half_value(pixels[i]);
|
||||
if (!std::isfinite(value)) throw std::runtime_error("D3D12 output contains NaN/Inf or unwritten pixels");
|
||||
if ((i & 3) < 3) { sum += value; square += double(value) * value; }
|
||||
}
|
||||
const double count = outWidth * outHeight * 3, variance = square / count - (sum / count) * (sum / count);
|
||||
save_output(directory, pixels, outWidth, outHeight, frame);
|
||||
std::printf("D3D12_OUTPUT preset=%u frame=%u finite=1 mean=%.9g variance=%.9g frame_age=0\n", args.preset, frame, sum/count, variance);
|
||||
if (variance < 1e-6) throw std::runtime_error("D3D12 output lost the synthetic pattern");
|
||||
if (burst) {
|
||||
drain();
|
||||
for (unsigned frame = 0; frame < submitted.size(); ++frame) validate_output(submitted[frame].readback.Get(), frame);
|
||||
std::printf("D4R_BURST_VALIDATION frames=%zu cpu_readback_after_all_submissions=1\n", submitted.size());
|
||||
}
|
||||
loaded_modules();
|
||||
std::printf("PASS D3D12_DLSS architecture=gfx1201 preset=%u frames=%u fast_path_cpu_copies=0 frame_age=0 enhanced=%u queue_integration=%s\n",
|
||||
|
||||
@@ -178,6 +178,7 @@ class SharedTimeline {
|
||||
Handle event_;
|
||||
uint64_t value_ = 0;
|
||||
public:
|
||||
struct Ticket { uint64_t input, output; };
|
||||
ComPtr<ID3D12Fence> fence;
|
||||
SharedTimeline(ExternalApi& api, ID3D12Device* device) : api_(api) {
|
||||
dx(device->CreateFence(0, D3D12_FENCE_FLAG_SHARED, IID_PPV_ARGS(fence.GetAddressOf())), "CreateFence(D3D12/HIP)");
|
||||
@@ -200,6 +201,17 @@ public:
|
||||
void wait_input(ID3D12CommandQueue* queue) {
|
||||
const uint64_t ready = ++value_;
|
||||
dx(queue->Signal(fence.Get(), ready), "Queue Signal(input)");
|
||||
wait_ready(ready);
|
||||
}
|
||||
// Reserve both dependencies on the submission thread. The CUDA worker
|
||||
// never submits to the D3D12 queue, so later game Signal/Wait calls retain
|
||||
// their original ordering without waiting on a CPU callback.
|
||||
Ticket reserve() { return {++value_, ++value_}; }
|
||||
void enqueue(ID3D12CommandQueue* queue, Ticket ticket) {
|
||||
dx(queue->Signal(fence.Get(), ticket.input), "Queue Signal(async input)");
|
||||
dx(queue->Wait(fence.Get(), ticket.output), "Queue Wait(async output)");
|
||||
}
|
||||
void wait_ready(uint64_t ready) {
|
||||
hipExternalSemaphoreWaitParams wait{}; wait.params.fence.value = ready;
|
||||
api_.hip.check(api_.hipWaitExternalSemaphoresAsync(&semaphore_, &wait, 1, stream_), "HIP wait(D3D12 input)");
|
||||
api_.hip.check(api_.hip.hipStreamSynchronize(stream_), "HIP input wait completion");
|
||||
@@ -214,9 +226,12 @@ public:
|
||||
}
|
||||
void signal_output(ID3D12CommandQueue* queue) {
|
||||
const uint64_t done = ++value_;
|
||||
signal_ready(done);
|
||||
dx(queue->Wait(fence.Get(), done), "Queue Wait(HIP output)");
|
||||
}
|
||||
void signal_ready(uint64_t done) {
|
||||
hipExternalSemaphoreSignalParams signal{}; signal.params.fence.value = done;
|
||||
api_.hip.check(api_.hipSignalExternalSemaphoresAsync(&semaphore_, &signal, 1, stream_), "HIP signal(output)");
|
||||
dx(queue->Wait(fence.Get(), done), "Queue Wait(HIP output)");
|
||||
}
|
||||
void drain(ID3D12CommandQueue* queue) {
|
||||
const uint64_t done = ++value_;
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
#include "d3d12_external.h"
|
||||
#include <condition_variable>
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
|
||||
namespace d4r::win {
|
||||
// GPU-completion ownership, independent of command-list Reset and queue COM
|
||||
// lifetime. The command backend pins its DLL. One process-lifetime thread
|
||||
// releases completed batches outside its lock, including the final batch;
|
||||
// queue -> recording -> feature -> queue cannot become a reference cycle.
|
||||
class GpuRetirement {
|
||||
struct Batch { ComPtr<ID3D12Fence> fence; uint64_t value; std::shared_ptr<void> owner; };
|
||||
std::mutex mutex_;
|
||||
std::condition_variable changed_;
|
||||
std::deque<Batch> pending_;
|
||||
GpuRetirement() {
|
||||
std::thread([this] {
|
||||
Handle event; event.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
|
||||
for (;;) {
|
||||
Batch batch;
|
||||
{ std::unique_lock<std::mutex> lock(mutex_);
|
||||
changed_.wait(lock, [&] { return !pending_.empty(); });
|
||||
batch = std::move(pending_.front()); pending_.pop_front(); }
|
||||
if (batch.fence->GetCompletedValue() < batch.value) {
|
||||
if (!event.value || FAILED(batch.fence->SetEventOnCompletion(batch.value, event.value)) ||
|
||||
WaitForSingleObject(event.value, 30000) != WAIT_OBJECT_0) {
|
||||
std::fprintf(stderr, "D4R_RETIREMENT_FAILURE GPU completion timeout; retaining resources\n");
|
||||
// A hung GPU must not make us free live command memory.
|
||||
auto* retained = new Batch(std::move(batch)); (void)retained;
|
||||
}
|
||||
}
|
||||
batch.owner.reset();
|
||||
}
|
||||
}).detach();
|
||||
}
|
||||
public:
|
||||
static GpuRetirement& instance() { static auto* service = new GpuRetirement; return *service; }
|
||||
void submit(ID3D12Fence* fence, uint64_t value, std::shared_ptr<void> owner) {
|
||||
{ std::lock_guard<std::mutex> lock(mutex_); pending_.push_back({fence, value, std::move(owner)}); }
|
||||
changed_.notify_one();
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -184,11 +184,14 @@ API unsigned NVSDK_NGX_D3D12_ReleaseFeature(Handle* handle) {
|
||||
{ std::lock_guard<std::mutex> lock(apiMutex);
|
||||
auto it = features.find(handle); if (it == features.end()) return invalid;
|
||||
feature = std::move(it->second); features.erase(it); delete handle; }
|
||||
return call([&] { feature.reset(); return 1u; });
|
||||
// OptiScaler frees its root-CBV/descriptor backing after Release returns.
|
||||
// A retained C++ Feature alone does not keep that caller-owned memory alive.
|
||||
return call([&] { feature->drain(); feature.reset(); return 1u; });
|
||||
}
|
||||
API unsigned NVSDK_NGX_D3D12_Shutdown() {
|
||||
std::lock_guard<std::mutex> lock(apiMutex);
|
||||
return call([&] {
|
||||
if (runtime && std::getenv("D4R_ASYNC_INTEROP")) runtime->drain_async_queue();
|
||||
for (auto& pair : features) delete pair.first;
|
||||
features.clear();
|
||||
for (auto& pair : parameters) d4r_ngx_parameters_destroy(pair.first);
|
||||
|
||||
@@ -5,6 +5,10 @@
|
||||
#include "ngx_parameters.h"
|
||||
#include "ngx_public_abi.h"
|
||||
#include "d3d12_command_hooks.h"
|
||||
#include "d3d12_retirement.h"
|
||||
#include <condition_variable>
|
||||
#include <deque>
|
||||
#include <thread>
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
@@ -55,6 +59,14 @@ struct Runtime {
|
||||
std::unique_ptr<SharedTimeline> timeline;
|
||||
std::unique_ptr<PixelProgram> pixels;
|
||||
std::mutex mutex;
|
||||
// Features share one CUDA context. Follow submission order even when
|
||||
// separate feature workers wake in a different order; otherwise a worker
|
||||
// could hold the context while waiting for an earlier worker's output.
|
||||
std::mutex async_mutex;
|
||||
std::condition_variable async_changed;
|
||||
std::deque<uint64_t> async_tickets;
|
||||
std::string async_failure;
|
||||
ComPtr<ID3D12CommandQueue> async_queue;
|
||||
ngx::ProjectIdentity project;
|
||||
ngx::FeatureCommonInfo common{};
|
||||
std::vector<std::wstring> featurePaths;
|
||||
@@ -146,6 +158,24 @@ struct Runtime {
|
||||
Runtime(const Runtime&) = delete;
|
||||
~Runtime() { cleanup(); }
|
||||
void current() { cuda.check(cuda.cuCtxSetCurrent(context), "cuCtxSetCurrent(runtime)"); }
|
||||
void drain_async_queue() {
|
||||
ComPtr<ID3D12CommandQueue> queue;
|
||||
{ std::lock_guard<std::mutex> lock(async_mutex); queue = async_queue; }
|
||||
if (!queue) return;
|
||||
// Creation/free/import may synchronize the AMD device internally.
|
||||
// Drain queued D3D12 consumers before taking the CUDA mutex: workers
|
||||
// must remain able to satisfy any already-published output waits.
|
||||
ComPtr<ID3D12Fence> completion;
|
||||
dx(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(completion.GetAddressOf())), "Reconfigure fence");
|
||||
Handle event; event.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
|
||||
if (!event.value) throw std::runtime_error("Reconfigure event");
|
||||
dx(queue->Signal(completion.Get(), 1), "Reconfigure queue Signal");
|
||||
if (completion->GetCompletedValue() < 1) {
|
||||
dx(completion->SetEventOnCompletion(1, event.value), "Reconfigure completion event");
|
||||
if (WaitForSingleObject(event.value, 30000) != WAIT_OBJECT_0) throw std::runtime_error("Reconfigure GPU timeout");
|
||||
}
|
||||
dx(device->GetDeviceRemovedReason(), "Reconfigure device status");
|
||||
}
|
||||
void cleanup() noexcept {
|
||||
if (context) (void)cuda.cuCtxSetCurrent(context);
|
||||
if (initialized) { (void)shutdown(); initialized = false; }
|
||||
@@ -164,6 +194,32 @@ class Feature {
|
||||
void* handle_ = nullptr;
|
||||
CUdeviceptr scratch_ = 0;
|
||||
ComPtr<ID3D12CommandQueue> queue_;
|
||||
// A boundary drains both copies before returning. Reuse their allocators
|
||||
// only after that completion; no game allocator is retained here.
|
||||
ComPtr<ID3D12CommandAllocator> input_allocator_, output_allocator_;
|
||||
ComPtr<ID3D12GraphicsCommandList> input_list_, output_list_;
|
||||
struct CopySlot {
|
||||
ComPtr<ID3D12CommandAllocator> input_allocator, output_allocator;
|
||||
ComPtr<ID3D12GraphicsCommandList> input, output;
|
||||
uint64_t done = 0;
|
||||
};
|
||||
struct AsyncFrame {
|
||||
void* parameters = d4r_ngx_parameters_create();
|
||||
std::vector<ComPtr<ID3D12Resource>> resources;
|
||||
SharedTimeline::Ticket ticket{};
|
||||
~AsyncFrame() { if (parameters) d4r_ngx_parameters_destroy(parameters); }
|
||||
};
|
||||
std::vector<std::unique_ptr<CopySlot>> copy_slots_;
|
||||
ComPtr<ID3D12Fence> copy_completion_;
|
||||
Handle copy_event_;
|
||||
uint64_t copy_value_ = 0;
|
||||
std::mutex jobs_mutex_;
|
||||
std::mutex submit_mutex_;
|
||||
std::condition_variable jobs_changed_;
|
||||
std::deque<std::shared_ptr<AsyncFrame>> jobs_;
|
||||
std::thread worker_;
|
||||
bool worker_stop_ = false, worker_active_ = false;
|
||||
std::string worker_failure_;
|
||||
struct Plane {
|
||||
ComPtr<ID3D12Resource> texture;
|
||||
D3D12_RESOURCE_DESC desc{};
|
||||
@@ -185,6 +241,7 @@ class Feature {
|
||||
public:
|
||||
unsigned width = 0, height = 0;
|
||||
explicit Feature(std::shared_ptr<Runtime> runtime, void* parameters) : rt_(std::move(runtime)) {
|
||||
if (std::getenv("D4R_ASYNC_INTEROP")) rt_->drain_async_queue();
|
||||
std::lock_guard<std::mutex> lock(rt_->mutex);
|
||||
rt_->current();
|
||||
try {
|
||||
@@ -203,12 +260,38 @@ public:
|
||||
ngx_check(rt_->create(1, parameters_, &handle_), "CUDA CreateFeature");
|
||||
} catch (...) { cleanup(); throw; }
|
||||
}
|
||||
~Feature() { std::lock_guard<std::mutex> lock(rt_->mutex); cleanup(); }
|
||||
~Feature() {
|
||||
{ std::lock_guard<std::mutex> lock(jobs_mutex_); worker_stop_ = true; }
|
||||
jobs_changed_.notify_all();
|
||||
if (worker_.joinable()) worker_.join();
|
||||
if (copy_completion_) {
|
||||
try { wait_copies(copy_value_); }
|
||||
catch (const std::exception& e) { std::fprintf(stderr, "D4R_ASYNC_CLEANUP_FAILURE %s\n", e.what()); }
|
||||
}
|
||||
std::lock_guard<std::mutex> lock(rt_->mutex); cleanup();
|
||||
}
|
||||
Feature(const Feature&) = delete;
|
||||
void drain() {
|
||||
if (!std::getenv("D4R_ASYNC_INTEROP")) return;
|
||||
wait_worker();
|
||||
if (copy_value_) wait_copies(copy_value_);
|
||||
rt_->drain_async_queue();
|
||||
}
|
||||
|
||||
// Explicit harness boundary: all earlier producers must already be queued.
|
||||
// The forthcoming command-list backend calls the same stages at queue submit.
|
||||
void evaluate_boundary(ID3D12CommandQueue* queue, void* parameters) {
|
||||
if (std::getenv("D4R_ASYNC_INTEROP")) { evaluate_async(queue, parameters); return; }
|
||||
const auto boundaryBegin = std::chrono::steady_clock::now();
|
||||
auto boundaryStage = boundaryBegin;
|
||||
const bool profile = std::getenv("D4R_PROFILE_STAGES") != nullptr;
|
||||
auto mark = [&](const char* name) {
|
||||
if (!profile) return;
|
||||
const auto now = std::chrono::steady_clock::now();
|
||||
std::printf("D4R_STAGE name=%s cpu_ms=%.6f\n", name,
|
||||
std::chrono::duration<double, std::milli>(now - boundaryStage).count());
|
||||
boundaryStage = std::chrono::steady_clock::now();
|
||||
};
|
||||
commands::InternalScope internal;
|
||||
std::lock_guard<std::mutex> lock(rt_->mutex);
|
||||
if (!queue) throw std::runtime_error("Null D3D12 queue");
|
||||
@@ -222,6 +305,7 @@ public:
|
||||
if (queueIdentity.Get() != runtimeIdentity.Get()) throw std::runtime_error("Queue belongs to a different D3D12 device");
|
||||
rt_->current();
|
||||
prepare(parameters);
|
||||
mark("boundary_prepare");
|
||||
ComPtr<ID3D12CommandAllocator> inputAllocator, outputAllocator;
|
||||
ComPtr<ID3D12GraphicsCommandList> inputList, outputList;
|
||||
auto list = [&](ComPtr<ID3D12CommandAllocator>& allocator, ComPtr<ID3D12GraphicsCommandList>& commandList) {
|
||||
@@ -229,20 +313,191 @@ public:
|
||||
dx(rt_->device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator.Get(), nullptr,
|
||||
IID_PPV_ARGS(commandList.GetAddressOf())), "CreateCommandList(interop)");
|
||||
};
|
||||
const bool cached = !std::getenv("D4R_DISABLE_INTEROP_LIST_CACHE");
|
||||
if (cached) {
|
||||
if (!input_list_) {
|
||||
// Publish the pair only after both creations succeed.
|
||||
list(inputAllocator, inputList); list(outputAllocator, outputList);
|
||||
input_allocator_ = inputAllocator; output_allocator_ = outputAllocator;
|
||||
input_list_ = inputList; output_list_ = outputList;
|
||||
} else {
|
||||
dx(input_allocator_->Reset(), "Reset(input interop allocator)");
|
||||
dx(output_allocator_->Reset(), "Reset(output interop allocator)");
|
||||
dx(input_list_->Reset(input_allocator_.Get(), nullptr), "Reset(input interop list)");
|
||||
dx(output_list_->Reset(output_allocator_.Get(), nullptr), "Reset(output interop list)");
|
||||
}
|
||||
inputAllocator = input_allocator_; outputAllocator = output_allocator_;
|
||||
inputList = input_list_; outputList = output_list_;
|
||||
} else { list(inputAllocator, inputList); list(outputAllocator, outputList); }
|
||||
mark("boundary_copy_list_setup");
|
||||
record_inputs(inputList.Get(), parameters); dx(inputList->Close(), "Close(input copies)");
|
||||
ID3D12CommandList* before[] = {inputList.Get()}; queue->ExecuteCommandLists(1, before);
|
||||
mark("boundary_input_copy_submit");
|
||||
try {
|
||||
execute_cuda(queue);
|
||||
mark("boundary_cuda_transaction");
|
||||
record_output(outputList.Get(), parameters); dx(outputList->Close(), "Close(output copy)");
|
||||
ID3D12CommandList* after[] = {outputList.Get()}; queue->ExecuteCommandLists(1, after);
|
||||
mark("boundary_output_copy_submit");
|
||||
rt_->timeline->drain(queue);
|
||||
mark("boundary_output_copy_drain");
|
||||
} catch (...) {
|
||||
// Keep all recorded resources alive until submitted work is complete.
|
||||
rt_->timeline->drain(queue); throw;
|
||||
}
|
||||
}
|
||||
private:
|
||||
void wait_copies(uint64_t value) {
|
||||
if (copy_completion_->GetCompletedValue() >= value) return;
|
||||
dx(copy_completion_->SetEventOnCompletion(value, copy_event_.value), "Async copy completion event");
|
||||
if (WaitForSingleObject(copy_event_.value, 30000) != WAIT_OBJECT_0)
|
||||
throw std::runtime_error("Async interop copy completion timeout");
|
||||
}
|
||||
void wait_worker() {
|
||||
std::unique_lock<std::mutex> lock(jobs_mutex_);
|
||||
jobs_changed_.wait(lock, [&] { return jobs_.empty() && !worker_active_; });
|
||||
if (!worker_failure_.empty()) throw std::runtime_error(worker_failure_);
|
||||
}
|
||||
CopySlot& copy_slot() {
|
||||
if (!copy_completion_) {
|
||||
dx(rt_->device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(copy_completion_.GetAddressOf())), "Async copy fence");
|
||||
copy_event_.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
|
||||
if (!copy_event_.value) throw std::runtime_error("Async copy event");
|
||||
}
|
||||
CopySlot* selected = nullptr;
|
||||
const auto completed = copy_completion_->GetCompletedValue();
|
||||
for (auto& slot : copy_slots_) if (slot->done <= completed) { selected = slot.get(); break; }
|
||||
if (!selected && copy_slots_.size() == 3) {
|
||||
selected = copy_slots_.front().get();
|
||||
for (auto& slot : copy_slots_) if (slot->done < selected->done) selected = slot.get();
|
||||
// Bounded ownership; this wait is outside the runtime mutex.
|
||||
wait_copies(selected->done);
|
||||
}
|
||||
if (selected) {
|
||||
dx(selected->input_allocator->Reset(), "Async input allocator Reset");
|
||||
dx(selected->output_allocator->Reset(), "Async output allocator Reset");
|
||||
dx(selected->input->Reset(selected->input_allocator.Get(), nullptr), "Async input list Reset");
|
||||
dx(selected->output->Reset(selected->output_allocator.Get(), nullptr), "Async output list Reset");
|
||||
return *selected;
|
||||
}
|
||||
auto slot = std::make_unique<CopySlot>();
|
||||
auto create = [&](auto& allocator, auto& list) {
|
||||
dx(rt_->device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(allocator.GetAddressOf())), "Async copy allocator");
|
||||
dx(rt_->device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator.Get(), nullptr, IID_PPV_ARGS(list.GetAddressOf())), "Async copy list");
|
||||
};
|
||||
create(slot->input_allocator, slot->input); create(slot->output_allocator, slot->output);
|
||||
copy_slots_.push_back(std::move(slot)); return *copy_slots_.back();
|
||||
}
|
||||
bool resize_needed(void* parameters) {
|
||||
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
|
||||
for (unsigned i = 0; i < 5; ++i) {
|
||||
ID3D12Resource* texture = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, names[i], &texture);
|
||||
if (!texture) {
|
||||
if (i < 4) throw std::runtime_error(std::string("Missing async resource ") + names[i]);
|
||||
continue;
|
||||
}
|
||||
const auto desc = resource_desc(texture);
|
||||
if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || desc.SampleDesc.Count != 1 || desc.DepthOrArraySize != 1)
|
||||
throw std::runtime_error("Async interop requires single-sample 2D textures");
|
||||
if (!planes_[i].shared || planes_[i].desc.Width != desc.Width || planes_[i].desc.Height != desc.Height || planes_[i].desc.Format != desc.Format) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
void evaluate_async(ID3D12CommandQueue* queue, void* parameters) {
|
||||
commands::InternalScope internal;
|
||||
std::lock_guard<std::mutex> submitted(submit_mutex_);
|
||||
if (!queue || (queue_ && queue_.Get() != queue)) throw std::runtime_error("Async interop requires one feature queue");
|
||||
ComPtr<ID3D12Device> queueDevice; dx(queue->GetDevice(IID_PPV_ARGS(queueDevice.GetAddressOf())), "Async queue device");
|
||||
ComPtr<IUnknown> a, b;
|
||||
dx(queueDevice->QueryInterface(IID_PPV_ARGS(a.GetAddressOf())), "Async queue identity");
|
||||
dx(rt_->device->QueryInterface(IID_PPV_ARGS(b.GetAddressOf())), "Async runtime identity");
|
||||
if (a.Get() != b.Get()) throw std::runtime_error("Async queue device mismatch");
|
||||
{ std::lock_guard<std::mutex> lock(jobs_mutex_);
|
||||
if (!worker_failure_.empty()) throw std::runtime_error(worker_failure_); }
|
||||
{ std::lock_guard<std::mutex> lock(rt_->async_mutex);
|
||||
if (!rt_->async_failure.empty()) throw std::runtime_error(rt_->async_failure);
|
||||
if (rt_->async_queue && rt_->async_queue.Get() != queue) throw std::runtime_error("Async runtime features must share one D3D12 queue");
|
||||
rt_->async_queue = queue; }
|
||||
auto& slot = copy_slot();
|
||||
if (resize_needed(parameters)) {
|
||||
wait_worker(); if (copy_value_) wait_copies(copy_value_);
|
||||
rt_->drain_async_queue();
|
||||
std::lock_guard<std::mutex> lock(rt_->mutex);
|
||||
rt_->current(); prepare(parameters);
|
||||
}
|
||||
// Steady-state recording touches immutable allocation metadata and the
|
||||
// caller's resource snapshot. It does not contend with CUDA or mutate
|
||||
// the worker's NGX parameters / texture references.
|
||||
queue_ = queue;
|
||||
auto frame = std::make_shared<AsyncFrame>();
|
||||
if (!frame->parameters) throw std::runtime_error("Async frame parameters allocation");
|
||||
ngx::copy_create(parameters, frame->parameters); ngx::copy_frame(parameters, frame->parameters);
|
||||
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
|
||||
for (unsigned i = 0; i < 5; ++i) {
|
||||
ID3D12Resource* resource = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, names[i], &resource);
|
||||
frame->resources.emplace_back(resource);
|
||||
d4r_ngx_set_d3d12_resource(frame->parameters, names[i], resource);
|
||||
}
|
||||
record_inputs(slot.input.Get(), parameters); dx(slot.input->Close(), "Async input Close");
|
||||
record_output(slot.output.Get(), parameters); dx(slot.output->Close(), "Async output Close");
|
||||
if (!worker_.joinable()) worker_ = std::thread([this] { work(); });
|
||||
ID3D12CommandList* input[] = {slot.input.Get()}, *output[] = {slot.output.Get()};
|
||||
// Allocate the job before any GPU wait is published. Worker cannot
|
||||
// acquire the runtime mutex until every queue dependency is enqueued.
|
||||
std::lock_guard<std::mutex> pending(jobs_mutex_);
|
||||
{ std::lock_guard<std::mutex> order(rt_->async_mutex);
|
||||
frame->ticket = rt_->timeline->reserve(); rt_->async_tickets.push_back(frame->ticket.output); }
|
||||
try { jobs_.push_back(frame); }
|
||||
catch (...) {
|
||||
std::lock_guard<std::mutex> order(rt_->async_mutex); rt_->async_tickets.pop_back(); throw;
|
||||
}
|
||||
try {
|
||||
queue->ExecuteCommandLists(1, input);
|
||||
rt_->timeline->enqueue(queue, frame->ticket);
|
||||
queue->ExecuteCommandLists(1, output);
|
||||
slot.done = ++copy_value_;
|
||||
dx(queue->Signal(copy_completion_.Get(), slot.done), "Async output-copy retirement Signal");
|
||||
} catch (const std::exception& e) {
|
||||
jobs_.pop_back(); worker_failure_ = e.what();
|
||||
{ std::lock_guard<std::mutex> order(rt_->async_mutex);
|
||||
rt_->async_tickets.pop_back(); rt_->async_failure = e.what(); }
|
||||
(void)rt_->timeline->fence->Signal(frame->ticket.output);
|
||||
jobs_changed_.notify_all(); rt_->async_changed.notify_all(); throw;
|
||||
}
|
||||
jobs_changed_.notify_one();
|
||||
std::printf("D4R_ASYNC_SUBMIT ticket=%llu copy_slots=%zu cpu_frame_copies=0 frame_age=0\n",
|
||||
(unsigned long long)frame->ticket.output, copy_slots_.size());
|
||||
}
|
||||
void work() noexcept {
|
||||
commands::InternalScope internal;
|
||||
for (;;) {
|
||||
std::shared_ptr<AsyncFrame> frame;
|
||||
{ std::unique_lock<std::mutex> lock(jobs_mutex_);
|
||||
jobs_changed_.wait(lock, [&] { return worker_stop_ || !jobs_.empty(); });
|
||||
if (jobs_.empty()) return;
|
||||
frame = std::move(jobs_.front()); jobs_.pop_front(); worker_active_ = true; }
|
||||
{ std::unique_lock<std::mutex> order(rt_->async_mutex);
|
||||
rt_->async_changed.wait(order, [&] { return !rt_->async_tickets.empty() && rt_->async_tickets.front() == frame->ticket.output; }); }
|
||||
try {
|
||||
std::lock_guard<std::mutex> lock(rt_->mutex);
|
||||
{ std::lock_guard<std::mutex> pending(jobs_mutex_);
|
||||
if (!worker_failure_.empty()) throw std::runtime_error(worker_failure_); }
|
||||
rt_->current(); prepare(frame->parameters); execute_cuda(nullptr, &frame->ticket);
|
||||
} catch (const std::exception& e) {
|
||||
{ std::lock_guard<std::mutex> lock(jobs_mutex_); worker_failure_ = e.what(); }
|
||||
{ std::lock_guard<std::mutex> order(rt_->async_mutex); rt_->async_failure = e.what(); }
|
||||
std::fprintf(stderr, "D4R_ASYNC_INTEROP_FAILURE %s\n", e.what());
|
||||
// Poison the feature and release the queue for error handling;
|
||||
// subsequent evaluates fail explicitly, never reuse an old frame.
|
||||
(void)rt_->timeline->fence->Signal(frame->ticket.output);
|
||||
}
|
||||
{ std::lock_guard<std::mutex> order(rt_->async_mutex); rt_->async_tickets.pop_front(); }
|
||||
rt_->async_changed.notify_all();
|
||||
frame.reset();
|
||||
{ std::lock_guard<std::mutex> lock(jobs_mutex_); worker_active_ = false; }
|
||||
jobs_changed_.notify_all();
|
||||
}
|
||||
}
|
||||
void prepare(void* parameters) {
|
||||
static const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
|
||||
for (unsigned i = 0; i < 5; ++i) {
|
||||
@@ -283,12 +538,15 @@ private:
|
||||
for (const char* name : {"TransparencyMask", "DLSS.Input.Bias.Current.Color.Mask"}) d4r_ngx_set_void(parameters_, name, nullptr);
|
||||
}
|
||||
void record_inputs(ID3D12GraphicsCommandList* list, void* parameters) {
|
||||
for (unsigned i : {0u, 1u, 2u, 4u}) if (planes_[i].texture) {
|
||||
const char* names[] = {"Color", "Depth", "MotionVectors", "Output", "ExposureTexture"};
|
||||
for (unsigned i : {0u, 1u, 2u, 4u}) {
|
||||
ID3D12Resource* texture = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, names[i], &texture);
|
||||
if (!texture) continue;
|
||||
static const char* states[] = {"D4R.Color.State", "D4R.Depth.State", "D4R.Motion.State", "D4R.Output.State", "D4R.Exposure.State"};
|
||||
planes_[i].shared->copy_input(list, planes_[i].texture.Get(), ngx_resource_access(parameters, states[i], D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
|
||||
planes_[i].shared->copy_input(list, texture, ngx_resource_access(parameters, states[i], D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
|
||||
}
|
||||
}
|
||||
void execute_cuda(ID3D12CommandQueue* queue) {
|
||||
void execute_cuda(ID3D12CommandQueue* queue, const SharedTimeline::Ticket* ticket = nullptr) {
|
||||
const auto begin = std::chrono::steady_clock::now();
|
||||
auto stage = begin;
|
||||
const bool profileStages = std::getenv("D4R_PROFILE_STAGES") != nullptr;
|
||||
@@ -299,7 +557,7 @@ private:
|
||||
std::chrono::duration<double, std::milli>(now - stage).count());
|
||||
stage = std::chrono::steady_clock::now();
|
||||
};
|
||||
rt_->timeline->wait_input(queue);
|
||||
if (ticket) rt_->timeline->wait_ready(ticket->input); else rt_->timeline->wait_input(queue);
|
||||
rt_->cuda.check(rt_->cuda.cuCtxSynchronize(), "Interop input producer completion");
|
||||
mark("input_fence_wait");
|
||||
for (unsigned i : {0u, 1u, 2u, 4u}) if (planes_[i].texture) {
|
||||
@@ -347,13 +605,15 @@ private:
|
||||
mark("output_diagnostic");
|
||||
if (output.canonical) rt_->pixels->convert(true, output.canonical->data, output.canonical->pitch, output.shared->mapped,
|
||||
output.shared->footprint.Footprint.RowPitch, unsigned(output.desc.Width), output.desc.Height, output.spec.storage, 3);
|
||||
rt_->timeline->signal_output(queue);
|
||||
if (ticket) rt_->timeline->signal_ready(ticket->output); else rt_->timeline->signal_output(queue);
|
||||
mark("output_conversion_fence_signal");
|
||||
std::printf("D4R_FRAME cpu_frame_copies=%u frame_age=0 interop_ngx_ms=%.3f\n", std::getenv("D4R_INTEROP_VERIFY") ? 1u : 0u,
|
||||
std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - begin).count());
|
||||
}
|
||||
void record_output(ID3D12GraphicsCommandList* list, void* parameters) {
|
||||
planes_[3].shared->copy_output(list, planes_[3].texture.Get(), ngx_resource_access(parameters, "D4R.Output.State", D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
|
||||
ID3D12Resource* texture = nullptr; (void)d4r_ngx_get_d3d12_resource(parameters, "Output", &texture);
|
||||
if (!texture) throw std::runtime_error("Missing output resource");
|
||||
planes_[3].shared->copy_output(list, texture, ngx_resource_access(parameters, "D4R.Output.State", D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -42,6 +42,7 @@ def report(directory, metadata_directory=None):
|
||||
commands = collections.defaultdict(list)
|
||||
kernels = collections.defaultdict(list)
|
||||
hook_threads = collections.defaultdict(list)
|
||||
apis = collections.defaultdict(list)
|
||||
replay = collections.defaultdict(lambda: collections.defaultdict(dict))
|
||||
for path in sorted(directory.glob('*.log')):
|
||||
data = path.read_bytes()
|
||||
@@ -57,6 +58,10 @@ def report(directory, metadata_directory=None):
|
||||
if name != 'interval_ms' or number > 0:
|
||||
commands[kind.lower() + '.' + name].append(number)
|
||||
for line in text.splitlines():
|
||||
if line.startswith('D4R_CUDA_API_PROFILE '):
|
||||
fields = dict(re.findall(r'(\w+)=(\S+)', line))
|
||||
if all(key in fields for key in ('api', 'calls', 'total_ms', 'max_ms', 'period_ms', 'thread')):
|
||||
apis[(fields['thread'], fields['api'])].append(fields)
|
||||
if line.startswith('D4R_COMMAND_HOOK_SAMPLE '):
|
||||
fields = dict(re.findall(r'(\w+)=(\S+)', line))
|
||||
if all(name in fields for name in ('thread', 'period_ms', 'calls', 'samples', 'marked',
|
||||
@@ -69,9 +74,11 @@ def report(directory, metadata_directory=None):
|
||||
result = dict(cpuStages={name: stats(values) for name, values in stages.items()},
|
||||
commandStages={name: stats(values) for name, values in commands.items()},
|
||||
commandHookSamples=[],
|
||||
cudaApi=[],
|
||||
replayPairs=[],
|
||||
kernels=[], notes=[
|
||||
'CPU stage times include waits and host work; they are not isolated GPU timings.',
|
||||
'CUDA API profiles measure host call duration without GPU events or added synchronization; they still include existing waits.',
|
||||
'Command record intervals are between NGX recording calls on one thread, not Present/FPS.',
|
||||
'Hook estimates use random one-in-64 samples; driver timing covers generated forwarding methods only.',
|
||||
'Hook access includes lock waits; summing threads does not measure serial frame latency or CPU execution time.',
|
||||
@@ -85,6 +92,13 @@ def report(directory, metadata_directory=None):
|
||||
controlGpuMs=stats([row['control'] for row in complete]),
|
||||
candidateGpuMs=stats([row['candidate'] for row in complete]),
|
||||
candidateToControl=stats([row['candidate'] / row['control'] for row in complete if row['control'] > 0])))
|
||||
for (thread, api), rows in apis.items():
|
||||
calls = sum(int(row['calls']) for row in rows)
|
||||
total = sum(float(row['total_ms']) for row in rows)
|
||||
result['cudaApi'].append(dict(thread=thread, api=api, calls=calls, totalMs=total,
|
||||
meanMs=total / calls, maxMs=max(float(row['max_ms']) for row in rows),
|
||||
periodMs=sum(float(row['period_ms']) for row in rows)))
|
||||
result['cudaApi'].sort(key=lambda row: row['totalMs'], reverse=True)
|
||||
for thread, rows in hook_threads.items():
|
||||
sums = {name: sum(float(row[name]) for row in rows) for name in
|
||||
('period_ms', 'calls', 'samples', 'marked', 'access_sum_ms', 'capture_sum_ms', 'driver_sum_ms')}
|
||||
@@ -118,7 +132,7 @@ def main():
|
||||
parser.add_argument('--metadata-directory', type=pathlib.Path, help='llvm-readobj --notes output for native code objects')
|
||||
args = parser.parse_args()
|
||||
result = report(args.directory, args.metadata_directory)
|
||||
if not any(result[key] for key in ('cpuStages', 'kernels', 'commandStages', 'commandHookSamples', 'replayPairs')):
|
||||
if not any(result[key] for key in ('cpuStages', 'kernels', 'commandStages', 'commandHookSamples', 'replayPairs', 'cudaApi')):
|
||||
parser.error('no complete stage or HIP-event records found')
|
||||
if args.output:
|
||||
args.output.write_text(json.dumps(result, indent=2) + '\n', encoding='utf-8')
|
||||
@@ -126,6 +140,8 @@ def main():
|
||||
print(f"CPU {name}: n={row['samples']} mean={row['mean']:.3f} ms median={row['median']:.3f} ms p95={row['p95']:.3f} ms")
|
||||
for name, row in result['commandStages'].items():
|
||||
print(f"COMMAND {name}: n={row['samples']} mean={row['mean']:.3f} ms median={row['median']:.3f} ms p95={row['p95']:.3f} ms")
|
||||
for row in result['cudaApi'][:20]:
|
||||
print(f"CUDA API {row['api']} {row['thread']}: n={row['calls']} mean={row['meanMs']:.6f} ms total={row['totalMs']:.3f} ms max={row['maxMs']:.3f} ms")
|
||||
for row in result['commandHookSamples']:
|
||||
print(f"HOOK thread={row['thread']} samples={int(row['samples'])} access={row['accessMeanUs']:.3f} us "
|
||||
f"capture={row['captureMeanUsPerSample']:.3f} us estimated_cpu={row['estimatedAccessCaptureMsPerSecond']:.3f} ms/s")
|
||||
|
||||
Reference in new issue
Block a user