Add RDNA4 (gfx12) support and a 0.1.2 optimization round
RDNA4 (experimental; untested on RDNA4 hardware) - kernels/common/wmma_layout.h picks the WMMA operand/accumulator layout per target; K (pwin_*) and M (swin_*) index through it, so the same sources build for gfx11 and gfx12. D4R_WMMA_LAYOUT=12 on gfx11 is a test shim that runs the gfx12 indexing on gfx11 WMMA. - M can use native e4m3 FP8 WMMA on gfx12 (D4R_NATIVE_FP8=1). Texture tails (enc0_tail, dec0_head) get gfx12 f16 and FP8 paths that match ZLUDA's gfx12 lowering. - ZLUDA patch 0007: gfx12 WMMA helpers, optional native FP8 MMA (D4R_ZLUDA_WMMA_FP8_NATIVE), a layout override for testing, and an architecture argument for d4r_emit. Texture kernels are now compiled offline per target through d4r_emit (D4R_ZLUDA_EMIT) instead of on the local GPU. - New d4r.ini option [Kernels] NativeFp8 (default on), wired through the shim and d4r_config.py. On gfx12 the bridge serves kernels/<arch>-fp8 when it is on. - The bridge picks the KFD GPU with the most SIMDs (so an iGPU is not chosen over a discrete GPU); D4R_GPU_ARCH overrides it. - kernels/build.sh and package_release.sh build gfx1100-gfx1103 and gfx1200/gfx1201 (plus -fp8 variants), and D4R_BUNDLE_TEX takes per-target folders. Performance (RDNA3; harness byte-identical unless noted) - ZLUDA patch 0006: m16n8k8 f16 MMAs on WMMA (E; not bit-exact, 52-55 dB per layer, D4R_ZLUDA_WMMA_K8=0 disables it), per-key weight-image slots for native prep kernels (d4r_prep_key_at, d4r_prep_key_slots), and wave64 builds of MMA-free kernels (D4R_ZLUDA_WAVE64). - M: packed FP8 encoding, conflict-free patch-merge reads, scalar weight loads in enc1, and weight prep once per weight set for the six enc3 tube blocks. - K: CU mode for the six non-wide pwin layers. - Texture kernels: every DLSS flag variant is built natively (24 K output, 8 M post, 4 M downsample, 4 M enc0), not only Townfall's; post and K output run as wave64. - M direct output: rrlite_downsample_kernel writes the shim's output buffer; the shim's default direct-output presets are now 11,13. Tools - dump_runner takes the prep grid from d4r_prep_blocks and refuses texture/surface dumps. - New pwin_check.py, swin_check.py, model_enc3.py and tail_check.hip. Docs: README GPU table and RDNA4 notes, building (patches 0002-0007, d4r_emit), native-kernels (RDNA4 section), performance (new numbers), packaging README. Version 0.1.2.
This commit is contained in:
1 parent
f310d52b69
commit
4334a0c3c4
42 files changed
+3068
-529
No files matched your search
@@ -22,8 +22,8 @@ export D4R_ZLUDA_LIBCUDA="$D4R_ZLUDA_DIR/libcuda.so"
|
||||
# most 256-thread blocks, as CUDA itself allows 255 registers for them; the
|
||||
# default 1024 bound caps gfx11 waves at 96 VGPRs and makes them spill.
|
||||
export D4R_ZLUDA_IMPLICIT_MAX_BLOCK="${D4R_ZLUDA_IMPLICIT_MAX_BLOCK:-256}"
|
||||
# f16 tensor-core MMAs (DLSS's convolutions) run on gfx11 WMMA instead of a
|
||||
# dot-product fallback (patches/zluda/0003); 0 selects the fallback.
|
||||
# f16 tensor-core MMAs (DLSS's convolutions) run on gfx11/gfx12 WMMA instead of a
|
||||
# dot-product fallback (patches/zluda/0003 and 0007); 0 selects the fallback.
|
||||
export D4R_ZLUDA_WMMA="${D4R_ZLUDA_WMMA:-1}"
|
||||
# DLSS frames in flight. The presented upscaled image is this many game frames
|
||||
# old at most: 3 = highest frame rate (Townfall ~86 fps, age 2-3), 2 = age 2
|
||||
|
||||
Reference in new issue
Block a user