Remove game log backpressure and measure Windows K/M kernels
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@@ -46,6 +46,18 @@ the GPU before returning it to D3D12. Only two diagnostic counters (8 bytes)
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are read by the CPU; image data remains in VRAM. Validation failures are
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reported explicitly. Disable this diagnostic when measuring production speed.
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`-ProfileStages` records CPU completion time for seven interop/NGX stages.
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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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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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trace messages when investigating a failure. Numerical relaxation flags are
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cleared in the child process; FP16 rounding and subnormals stay enabled.
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Original files are backed up before replacement. Restore with:
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```powershell
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@@ -0,0 +1,77 @@
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# Windows RDNA4 measurements
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Hardware: RX 9070 XT / gfx1201, Windows 11, display driver 32.0.31041.1004.
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Runtime: TheRock 10.2.0a20260929, HIP 7.17.26386; ZLUDA b0161a4 with
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`D4R_ZLUDA_WMMA=1`, FP8 widening, native FP8 disabled, f16 reference rounding.
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The optional profiler uses HIP events on the actual launch stream, including
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separate measurements of one-time weight preparation. It synchronizes each
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sampled launch and changes scheduling: these numbers are not application FPS.
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HIP occupancy predictions are not measured hardware occupancy. The native
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objects' actual wave32, LDS, VGPR/SGPR and spill counts are available in
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`llvm-readobj --notes` and can be attached to the JSON report. Memory bandwidth
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and WMMA utilization were not measured; no utilization is inferred from timing.
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The identical four-frame standalone D3D12/OptiScaler workloads output 512x288.
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Summing the measured main-kernel event times and dividing by four gives:
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| Preset | Fully translated, ms/frame | Native FP16-equivalent, ms/frame |
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| --- | ---: | ---: |
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| K | 157.745441 | 0.684675 |
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| M | 7.428538 | 1.566500 |
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Both rows include translated input/output tails. Native overrides cover all
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11 K layers and five M layers; M's tube layer executes six times per frame.
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M native and translated RGB are bit-exact, with max absolute/relative error 0.
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K native remains bit-exact against its independently validated native control;
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fully translated K has the previously documented arithmetic differences.
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All outputs are finite. These are reference-correct codegen settings, not
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measurements of a relaxed fast-math translated configuration.
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M's first profiled Evaluate includes about 0.9 seconds of host initialization;
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the four-sample CPU mean must not be treated as steady-state latency. Its
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median Evaluate host completion is 4.855 ms. GPU events and prep phases are
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reported separately in the raw JSON.
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The initial game runner used PowerShell line-oriented output redirection.
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It heavily throttled verbose stdout/stderr. The runner now concurrently drains
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raw byte streams using the same approach as the standalone diagnostics.
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| Silent Hill 2 stage, CPU mean | Initial capture, ms | Raw-byte capture with HIP profiler, ms |
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| --- | ---: | ---: |
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| Input fence wait | 5.641 | 0.833 |
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| Input conversion and CUDA array upload | 13.196 | 0.668 |
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| NGX Evaluate host call | 25.715 | 3.350 |
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| NGX all-stream completion | 1.846 | 0.033 |
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| Output CUDA array download | 4.288 | 0.167 |
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| Output conversion and shared fence signal | 1.500 | 0.033 |
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The first run additionally scanned every output (10.142 ms in that throttled
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capture); the kernel-profiling run disables that scan. Both use a temporary
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1280x720 window and current-frame VRAM interop. These are separate menu/game
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runs, not a controlled whole-game FPS comparison. No synchronization was
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removed to obtain the improvement. The raw-byte profiling run completed
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2345 K frames, with no d4r failure, CPU image copy or previous-frame output.
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Reproduce native or translated measurements with locally supplied NVIDIA DLLs
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at the repository root and the separately built profiling runtime:
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```powershell
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.\scripts\windows\profile-windows-rdna4.ps1 -Preset 11
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.\scripts\windows\profile-windows-rdna4.ps1 -Preset 11 -Translated
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.\scripts\windows\profile-windows-rdna4.ps1 -Preset 13
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.\scripts\windows\profile-windows-rdna4.ps1 -Preset 13 -Translated
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```
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`profile_report.py <results-directory> --output profile.json` summarizes raw
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CPU stages and every kernel's event time, launch geometry, registers, private
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memory, LDS and predicted blocks per multiprocessor. Add
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`--metadata-directory <directory-of-llvm-readobj-notes>` for native wave sizes
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and compiler spill counts. Reports and proprietary workload inputs remain local.
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Native FP8 is not the validated baseline and has no performance claim here.
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Replacing the exact per-MMA f16 rounding with f32 FP8 accumulation requires a
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new layer/reference validation; it is not justified by the observed CPU stalls.
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References: [HIP events](https://rocmdocs.amd.com/projects/HIP/en/develop/doxygen/html/group___event.html),
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[HIP occupancy API](https://rocm.docs.amd.com/projects/HIP/en/latest/doxygen/html/group___occupancy.html).
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@@ -9,6 +9,23 @@ validation coverage are recorded below. Performance remains in progress.
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## Milestone and gates
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Performance diagnostics (2026-10-01): the separate ZLUDA `b0161a4` runtime
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passes 32 PTX launches in each context and all four native K/M frames with
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bit-exact RGB against their controls. All thirteen exported patches (0002
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through 0014) apply to the pinned fresh base. The full Windows build and all
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16 CTest gates pass. Actual K profiling completes 2345 frames with zero backend
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errors. Replacing PowerShell's line-oriented stdout/stderr collection with
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concurrent raw byte copies removes substantial diagnostic backpressure:
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mean Evaluate host time drops from 25.715 to 3.350 ms despite per-kernel HIP
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event synchronization. Native/translated GPU times, scope and limitations are
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in [windows-performance.md](windows-performance.md). Quiet successful API
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logging is separately selectable via `D4R_QUIET_API=1`; error checks stay active.
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An additional K game run (`silent-hill2-k-output-stages.zip`) completes 1688
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frames / 18568 native launches / 1688 GPU output scans, all finite, with no
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backend failure or previous-frame output. The user confirms visible imagery
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after the depth-plane fix; low FPS is the current investigation.
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Actual K rendering: `silent-hill2-k-depth-plane.zip` completes **1794 DLSS
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frames / 19734 native K launches / zero d4r failures** at 753x424 -> 1280x720
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with the game's depth-inverted HDR path and DXGI-19 depth plane. The captured
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