Enable experimental native Windows RDNA3 and RDNA4 targets
Share explicit target metadata across build/runtime/package guards, preserve native gfx11 WMMA with a Windows LDS lane exchange, select HIP devices by D3D12 LUID, and reject wrong-target/vkd3d installations before changing game files. Review all issue #10 logs and document compile-only coverage plus RX9070XT regressions. Co-authored-by: realdody <[email protected]>
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# Native Windows RDNA4 game development package
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# Native Windows RDNA3 / RDNA4 game development package
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Validated hardware: Windows 11 x64 / Radeon RX 9070 XT / gfx1201. Native K and
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M transformer kernels pass standalone D3D12 + OptiScaler checks. Silent Hill 2
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K now renders real menu frames and M renders a saved gameplay level with
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GPU NaN/Inf checks. Both K and M pass 3840x2160 output on this machine.
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The user reports 49-51 FPS for K in the measured scene after the command-hook
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fix and locally built output-store optimization. This is a local
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Performance measurements and their controls are recorded in
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[windows-performance.md](windows-performance.md). This is a
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development package; no NVIDIA proprietary DLL is included.
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Builds also accept gfx1200 (for example RX 9060/9060 XT). This target is
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**compile-tested only**; no physical gfx1200 validation has been performed.
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Experimental builds also accept gfx1100..gfx1103 (RDNA3), gfx1150..gfx1154
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(RDNA3.5) and gfx1200 (for example RX 9060/9060 XT). These targets are
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**compile-tested only**; no physical validation here has been performed.
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RX 9070 and other gfx1201 cards also remain untested. Use a package built for
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the GPU's actual HIP architecture: its `gpu-target.json`, host shim and ELF
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code objects must agree. Installation/runtime reject mixed targets. See
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[windows-gpu-support.md](windows-gpu-support.md) for separate-target build
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commands, the fork review and the first hardware diagnostic gate.
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Before changing game files, the runner inventories HIP devices without
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executing kernels. It rejects another architecture's package and a local
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D3D12 proxy identifying itself as vkd3d/Wine, producing one diagnostic ZIP.
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RX 9060 XT needs gfx1200: the old gfx1201-only package fails before DLSS
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initialization on it. Use native D3D12. On an untested GPU, start with
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synchronous K and output/exception diagnostics.
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Build the shim/diagnostics, corrected ZLUDA, K/M native objects and patched
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OptiScaler using the scripts in `scripts/windows`, then run:
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+112
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@@ -1,40 +1,80 @@
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# Windows GPU targets
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# Experimental Windows RDNA3 / RDNA4 coverage
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The native Windows build accepts **gfx1200** and **gfx1201**. It builds a
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separate shim, diagnostics and code objects for each target. The default stays
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gfx1201. GPU selection uses HIP's real `gcnArchName`, followed by D3D12/HIP
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adapter LUID matching; it does not depend on a marketing name or overridden
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DXGI vendor ID.
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The shim, diagnostics, native K/M kernels and game installer accept the
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targets below, with one package per actual ISA. **Only RX 9070 XT has physical
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validation here.** All other targets are experimental and compile-tested;
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working DLSS, interop and performance on them remain unverified.
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| Target | Examples in LLVM's processor table | This project's validation |
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| Family | Target | Examples / scope |
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| --- | --- | --- |
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| gfx1201 | RX 9070, RX 9070 XT | RX 9070 XT: hardware, K/M and game tests. Other cards untested. |
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| gfx1200 | RX 9060, RX 9060 XT | Host/device compilation and software tests only. No physical gfx1200 available. |
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| RDNA3 | gfx1100 | RX 7900 family; same-target workstation GPUs |
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| RDNA3 | gfx1101 | RX 7700 / 7700 XT / 7800 XT; same-target mobile/workstation GPUs |
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| RDNA3 | gfx1102 | RX 7600 / 7600 XT; same-target mobile/workstation GPUs |
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| RDNA3 | gfx1103 | RDNA3 integrated graphics |
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| RDNA3.5 | gfx1150, gfx1151, gfx1152, gfx1153, gfx1154 | Corresponding integrated graphics targets |
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| RDNA4 | gfx1200 | RX 9060 / 9060 XT; same-target GPUs |
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| RDNA4 | gfx1201 | RX 9070 / 9070 XT / 9070 GRE; same-target GPUs |
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Sources: [LLVM AMDGPU processors](https://llvm.org/docs/AMDGPUUsage.html#processors)
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and [AMD's Windows compatibility matrix](https://rocm.docs.amd.com/projects/radeon-ryzen/en/latest/docs/compatibility/compatibilityrad/windows/windows_compatibility.html).
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AMD's matrix is dependency information, not evidence that d4r's K/M or external
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memory path works on an untested card. Other RDNA4 SKUs are eligible only when
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HIP reports one of these exact targets and exposes the required Windows APIs.
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Device-specific drivers, performance and memory capacity still need testing.
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gfx1250/gfx1251 are a separate ISA group and are not enabled by this change.
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Names and IDs follow [LLVM processors](https://llvm.org/docs/AMDGPUUsage.html#processors)
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and [ELF ABI](https://llvm.org/docs/AMDGPUUsage.html#amdgpu-elf-header-e-flags).
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`tools/windows/gpu-targets.json` supplies CMake-generated C++, PowerShell and
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the private texture builder. Selection uses HIP's real `gcnArchName` and the
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D3D12 adapter LUID, including systems with several GPUs sharing a target.
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Marketing names do not control eligibility.
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Do not rename a gfx1201 package to gfx1200. `gpu-target.json`, the compiled
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host target and each ELF code-object target must agree. Runtime selection
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rejects another architecture before launching kernels. Staging, packaging and
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installation inspect the documented AMDGPU ELF machine ID and reject mixed
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objects. They never rewrite a binary target or set `HSA_OVERRIDE_GFX_VERSION`.
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Legacy packages without target metadata remain gfx1201 only.
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All listed RDNA3/RDNA3.5/RDNA4 targets with existing gfx11/gfx12 WMMA contracts
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are included. TBD RDNA4m gfx1170..gfx1172 and gfx12.5 gfx1250/gfx1251 are
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different ISA groups and excluded. Unknown future targets need explicit review.
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Check [AMD's Windows matrix](https://rocm.docs.amd.com/projects/radeon-ryzen/en/latest/docs/compatibility/compatibilityrad/windows/windows_compatibility.html)
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for driver/runtime eligibility. Compiler support cannot supply missing Windows
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driver support or external-memory APIs, especially on APUs.
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## Build and package
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## Installation and diagnostics
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Prepare the pinned dependencies as described in `windows-rdna4-port.md`.
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Select a target explicitly; this example creates the experimental gfx1200
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package. Use gfx1201 for a 9070/9070 XT. Keep separate output directories when
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building both targets.
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Use the actual target's archive: **gfx1200 for RX 9060 XT**, for example.
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Metadata, host target and every ELF target must agree. Runtime/scripts reject
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mixed targets and never rename targets, rewrite ELF IDs or set
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`HSA_OVERRIDE_GFX_VERSION`. Legacy metadata-free packages remain gfx1201 only.
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Before changing game files, `windows-game.ps1` now runs a read-only HIP
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inventory and checks the target and wave32. Inventory allocates no GPU buffers
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and runs no kernels; success is discovery, not validation. Failure prints one
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ZIP containing stdout/stderr, exit code, runtime/DLL and driver details. A local
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`d3d12.dll` identifying itself as vkd3d/Wine is rejected before install. Restore
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the game's native D3D12 installation; the script never loads or removes that
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proxy itself. Begin synchronously on an untested GPU:
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```powershell
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$arch = 'gfx1200'
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.\windows-game.ps1 -GameExe "D:\Games\Example\Game.exe" -NgxCore "C:\LocalDLLs\_nvngx.dll" -DlssDll "C:\LocalDLLs\nvngx_dlss.dll" -Preset 11 -ValidateOutput -CaptureExceptions
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```
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The local DLLs must match the documented NGX version and DLSS 310.9.1 SHA256
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in `package.json`. NVIDIA DLLs are never distributed. Retain the printed ZIP
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on failure. Async K and performance are subsequent gates; gfx1201-specific
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FP8, arithmetic and tuning experiments remain separate.
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## Issue #10 review, 2026-10-02
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Reviewed [comment 5952822115](https://github.com/countervolts/d4r/issues/10#issuecomment-5952822115),
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including all 32 attached text logs from eight attempts. HIP discovers
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**RX 9060 XT / gfx1200** successfully. Every attempt fails with the old shim's
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**"No selected gfx1201 device"** rejection; OptiScaler reports `support=false`
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/ `BAD00002`. None reaches `D4R_RUNTIME` initialization or native transformer
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execution. These logs do not demonstrate a K/M kernel crash. Use the gfx1200
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package instead of overriding architecture. Three attempts also load
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vkd3d-proton 3.1.0 from a local D3D12 proxy, outside this Windows backend.
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The new packages/preflight address the identified failures. They do not prove
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those games work on RX 9060 XT; a new native-D3D12 run on that GPU is required.
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Raw community logs and personal directory paths stay local.
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## Build
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Prepare dependencies following `windows-rdna4-port.md`. Default: gfx1201.
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Select another target explicitly and keep separate directories:
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```powershell
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$arch = 'gfx1101' # for example RX 7800 XT
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$diag = "$PWD\dist\windows-$arch-diagnostics"
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.\scripts\windows\build-windows-rdna4.ps1 -RuntimeProfile therock -GpuArch $arch -ZludaRoot "$PWD\dist\zluda-windows-final" -BuildDirectory "$PWD\build\windows-$arch" -InstallDirectory $diag
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.\scripts\windows\stage-native-k.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -PackageRoot $diag
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@@ -42,89 +82,60 @@ $diag = "$PWD\dist\windows-$arch-diagnostics"
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.\scripts\windows\package-windows-game.ps1 -DiagnosticRoot $diag -GpuArch $arch -PackageRoot "$PWD\dist\windows-$arch-game" -ArchivePath "$PWD\dist\windows-$arch-game.zip"
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```
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ZLUDA, HIP and OptiScaler must already be built/prepared. The package contains
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the strict K FP16 and M FP16-equivalent baseline; native FP8 stays disabled.
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The architecture does not change arithmetic or the existing WMMA layout.
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Private NVIDIA-derived texture overrides remain optional local experiments;
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their builder accepts `-GpuArch`, and their validation must match the target
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package before installation. Existing gfx1201 performance measurements are
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not measurements of gfx1200.
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The separate experimental FP8/F16 arithmetic and tuning recipes remain
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gfx1201-specific; this change enables the conservative production baseline
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on both build targets.
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Rebuild diagnostics for the new inventory executable. The package keeps strict
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K FP16 and M FP16-equivalent baselines; native M FP8 remains disabled. CMake:
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`-DD4R_GPU_ARCH=gfx1101`. Some source/executable names retain gfx1201/gfx12 for
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compatibility; actual targets follow the selected architecture.
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Equivalent CMake selection is `-DD4R_GPU_ARCH=gfx1200`. Unknown targets fail
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configuration. Some diagnostic executable names and source filenames retain
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`gfx1201` for compatibility; the logged architecture and compiled code objects
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use the selected target.
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## First hardware gate on another card
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From the repository root, with the matching diagnostic package above and the
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pinned dependencies, run this single command:
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One command compiles all eleven targets without GPU workloads:
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```powershell
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.\scripts\windows\test-windows-rdna4.ps1 -RuntimeProfile therock -PackageRoot "$PWD\dist\windows-gfx1200-diagnostics" -ZludaRoot "$PWD\dist\zluda-windows-final"
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.\scripts\windows\build-windows-gpu-matrix.ps1 -ZludaRoot "$PWD\dist\zluda-windows-final"
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```
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Success requires exit 0, all selected tests passed in `summary.json`, the
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correct actual GPU/target in stdout, exact HIP/PTX/WMMA/pixel-format checks and
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stable interop lifetime. On failure, retain the single printed diagnostic ZIP;
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it includes stdout/stderr, exit code, runtime/driver inventory and DLL identity.
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No NVIDIA DLL is required for this first gate. Full K/M reference, temporal,
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standalone DLSS and game validation are subsequent gates on that hardware;
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passing the first gate alone does not close them.
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Add `-PackageGames -DlssDll "$PWD\nvngx_dlss.dll" -ArchiveDirectory "$PWD\dist\windows-gpu-archives"`
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to stage/archive all packages after committing source and preparing OptiScaler.
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Use `-GpuArchitectures gfx1100,gfx1101,gfx1102,gfx1200,gfx1201` for a subset.
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Per-target logs and `matrix-build.json` distinguish compilation from execution.
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The supplied DLL generates manifests locally and is never copied into archives.
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Without that GPU, run `ctest --test-dir build/windows-gfx1200 -L software
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--output-on-failure`. These CPU/WARP checks do not execute gfx1200 kernels.
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## Fork adaptation
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## Fork review
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Reviewed [realdody's branch](https://github.com/realdody/d4r/tree/windows-rdna3)
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at `ae530b0f53ed5c0bb87558dd7c20f619e014e4fd` and the newer
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[`1897b4a` correction](https://github.com/realdody/d4r/commit/1897b4afa79832bd879234cfb37e7c1468db5cde).
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Earlier MSVC binary16 and generated `BOOL` fixes remain. The earlier forced
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gfx12 fragment layout is not used.
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Reviewed [realdody's windows-rdna3 branch](https://github.com/realdody/d4r/tree/windows-rdna3)
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at `ae530b0f53ed5c0bb87558dd7c20f619e014e4fd`, on 2026-10-02. Adapted:
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The newer fork reports Windows gfx1101 `permlanex16` returning its own lane,
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duplicating even K values into odd slots. This port adapts that finding into
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`kernels/common/wave32_exchange.h`: a Windows/gfx11-only per-wave LDS exchange,
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with native gfx11 layout, generic x/y/z indexing, 2 KiB scratch (512 threads
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maximum), volatile accesses and wave fences/barriers protecting scratch reuse.
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It covers K/M fragment conversions and other K half-wave exchanges. gfx12 and
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Linux keep the original instruction path. The raw gfx11 probe uses its actual
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intrinsic/layout, without a forced gfx12 shim.
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- Per-target build configuration and actual-target diagnostics, narrowed here
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to the two documented RDNA4 subtargets, with package/ELF guards added.
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- MSVC binary16 conversion in the synthetic CUDA MMA reference. An exhaustive
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CPU test covers 63,490 finite/infinity encodings and 31,743 rounding
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boundaries; LLVM also checks it against native `_Float16` conversion.
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- `WINBOOL` to `BOOL` normalization in generated D3D12 hooks, so the generated
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header works with the Microsoft SDK as well as MinGW headers.
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The fork reports RX 7800 XT enc1/enc2 identity/nonzero/reference checks. Those
|
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are **the author's results**, not validation of this adaptation or full K/M
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here. LDS exchange, full network, translated CUDA, accuracy, interop and speed
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still need physical gfx11 testing. Credit: realdody <dodobozicek@gmail.com>.
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The fork's RDNA3 implementation forces `D4R_WMMA_LAYOUT=12` for gfx11. That
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kernel-layout change, the raw gfx11 probe and the expanded gfx11 runtime
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allowlist are not imported. Its reported RX 7800 XT/K result has not been
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independently reproduced here; its M/translated-path limitations still require
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separate checks. This change does not advertise native Windows RDNA3 readiness.
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The existing upstream Linux/RDNA3 implementation is unchanged. Credit for
|
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the adapted portability fixes: realdody <dodobozicek@gmail.com>.
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## Results and next hardware gate
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## Local results, 2026-10-02
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All eleven targets compile the complete MinGW host build and 19 device objects
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with TheRock `10.2.0a20260929`, HIP `7.17.26386`, Clang 24. Software target
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contracts inspect actual ELF objects without other-target GPU launches.
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RX 9070 XT passes all 20 CTest gates after these changes. K/M full-frame and
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package checks are recorded in `windows-rdna4-port.md`. Local logs are in
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`build/windows-gpu-coverage` and `test-results/windows-gpu-coverage`.
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- Both targets: complete MinGW host build and 19 device code objects using
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TheRock `10.2.0a20260929`, HIP `7.17.26386`, Clang 24. The runtime, driver,
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patched ZLUDA and OptiScaler versions are unchanged from the validated port.
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- gfx1201/RX 9070 XT: 20/20 CTest gates, including 16 physical-GPU gates.
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- gfx1200: 4/4 software gates; no gfx1200 kernel execution.
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- MSVC v143 `14.44.35207`: binary16 CPU test passes; CUDA MMA probe and D3D12
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hook translation units compile. This is not a complete MSVC build claim.
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- K: 12 finite 4K frames at 2259x1271 input, burst and feature recreation;
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all six async RGB images exactly match their synchronous controls.
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- M: eight finite 4K control/candidate frames at the same input dimensions;
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all four new-build RGB images exactly match the prior validated build.
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Both presets log every required native layer, zero CPU image copies and
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current-frame output.
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- Original gfx1201 objects remain byte-identical on disk. In fresh builds,
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`.text` and `.rodata*` match the prior gfx1201 objects for all 19 kernels;
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fresh ELF files have different overall hashes. gfx1200 and gfx1201 have
|
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distinct correct ELF targets. Matching instruction sections are compile
|
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evidence, not a substitute for testing gfx1200 hardware.
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- A gfx1200 HIP probe on the physical gfx1201 fails cleanly with exit 4 before
|
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any GPU allocation/kernel execution. This tests refusal, not gfx1200 support.
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- Both target packages pass install/restore checks in isolated workspace
|
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fixtures; no game is launched. Only manifest-listed runtime files install.
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Packaging rejects a mismatched destination or native kernel directory before
|
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writing files. Every packaged code object has the expected ELF target.
|
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The first hardware gate on another GPU needs no NVIDIA DLL:
|
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|
||||
Logs are local in `test-results/rdna4-targets-*` and
|
||||
`test-results/rdna4-target-objects.json`; they contain no public NVIDIA DLLs.
|
||||
```powershell
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.\scripts\windows\test-windows-rdna4.ps1 -RuntimeProfile therock -PackageRoot "$PWD\dist\windows-gfx1101-diagnostics" -ZludaRoot "$PWD\dist\zluda-windows-final"
|
||||
```
|
||||
|
||||
Success requires exit 0, correct actual target, exact HIP/PTX/WMMA/pixel checks
|
||||
and stable interop lifetime. Failure prints one ZIP. Full K/M reference,
|
||||
temporal, DLSS and game validation remain subsequent gates.
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+34
-10
@@ -1,6 +1,7 @@
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# Windows / RDNA4 port
|
||||
|
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Branch: `windows-rdna4`. Native Windows build targets: **gfx1200 / gfx1201**.
|
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Branch: `windows-rdna4`. Experimental Windows build targets: **gfx1100..gfx1103,
|
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gfx1150..gfx1154, gfx1200 / gfx1201**.
|
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Validated physical hardware: Windows 11 x64, RX 9070 XT, **gfx1201**.
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Priority: correct K, correct M, native Windows, same-frame output, then speed.
|
||||
Upstream integration: [PR #11](https://github.com/countervolts/d4r/pull/11)
|
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@@ -18,15 +19,38 @@ explicit limits; the validated package keeps conservative arithmetic.
|
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|
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## Milestone and gates
|
||||
|
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2026-10-02 target coverage: gfx1200 and gfx1201 now have separate host/device
|
||||
builds and guarded packages. Both compile; gfx1201 passes 20 CTest gates on
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RX 9070 XT, and gfx1200 passes four software-only gates. No physical gfx1200
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test is available. K's new host build passes twelve finite 4K burst/recreation
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frames with all six async RGB images exact. M's four new-build 4K RGB images
|
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exactly match the previous build. The fork audit, adopted MSVC fixes,
|
||||
per-target commands, validation limits and first hardware gate are maintained
|
||||
in [windows-gpu-support.md](windows-gpu-support.md). RDNA3 runtime/layout changes
|
||||
from the reviewed fork are not imported. K performance remains open.
|
||||
2026-10-02 coverage: all eleven listed RDNA3 / RDNA3.5 / RDNA4 targets compile
|
||||
with separate host/device objects and guarded packages. Only RX 9070 XT has
|
||||
physical validation here; no other-target GPU workloads are executed. The
|
||||
newest realdody correction informs a Windows-only gfx11 LDS half-wave exchange
|
||||
preserving native gfx11 WMMA layout. gfx12 and Linux keep their original
|
||||
instruction path. A shared registry drives build, runtime, ELF checks and
|
||||
scripts. HIP selection matches the D3D12 LUID before selecting an ordinal,
|
||||
including same-target multi-GPU systems.
|
||||
|
||||
Issue #10 comment 5952822115 contains 32 logs / eight attempts: all discover
|
||||
RX 9060 XT / gfx1200 but reject the old gfx1201 package before NGX runtime
|
||||
initialization. Three also load a vkd3d-proton D3D12 proxy. The installer now
|
||||
catches these conditions before changing game files and prints one diagnostic
|
||||
ZIP. The next community gate is the gfx1200 package on native D3D12; those logs
|
||||
do not establish a native K/M crash. Coverage, sources, fork credit, commands
|
||||
and hardware limits are in [windows-gpu-support.md](windows-gpu-support.md).
|
||||
|
||||
The rebuilt gfx1201 passes 20/20 CTest gates on RX 9070 XT. K completes twelve
|
||||
finite 4K burst/recreation frames at 2259x1271 input, with all six async RGB
|
||||
images exactly matching sync. M completes eight finite control/candidate 4K
|
||||
frames, with all four candidate RGB images matching the prior build exactly.
|
||||
Both log every required native layer, zero CPU frame copies and frame age 0.
|
||||
All 209 compiled objects have the correct ELF target. For all nineteen gfx1201
|
||||
objects, instruction/constant sections match the previous validated build.
|
||||
|
||||
All eleven game directories stage strict K/M baselines without NVIDIA DLLs.
|
||||
An isolated gfx1201 install/restore fixture preserves original bytes; wrong
|
||||
gfx1200-on-gfx1201 and dummy vkd3d-proxy fixtures refuse before game changes
|
||||
and produce one diagnostic ZIP each. The real game installation is untouched.
|
||||
Results: `test-results/windows-gpu-coverage`; build logs and the compile-only
|
||||
matrix report: `build/windows-gpu-coverage`. No physical multi-GPU, APU or
|
||||
other-target validation is claimed. K performance remains open.
|
||||
|
||||
**Current milestone: K performance remains open.** The latest unprofiled 4K
|
||||
Silent Hill 2 scene capture records 65.250 FPS. Functional K/M and the
|
||||
|
||||
Reference in new issue
Block a user