Merge upstream RDNA4 layouts and validate native Windows K integration
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@@ -1,16 +1,18 @@
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# d4r (dlss 4 radeon)
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d4r runs NVIDIA's official DLSS Super Resolution library (`nvngx_dlss.dll`) in Windows games on AMD Radeon GPUs under Linux and Proton. The game asks for DLSS as usual; the DLSS network runs on the AMD GPU through [ZLUDA](https://github.com/vosen/ZLUDA) (CUDA on ROCm/HIP), with the heaviest DLSS kernels replaced by hand-written RDNA3 code.
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d4r runs NVIDIA's official DLSS Super Resolution library (`nvngx_dlss.dll`) in Windows games on AMD Radeon GPUs under Linux and Proton. The game asks for DLSS as usual; the DLSS network runs on the AMD GPU through [ZLUDA](https://github.com/vosen/ZLUDA) (CUDA on ROCm/HIP), with the heaviest DLSS kernels replaced by hand-written RDNA3 and RDNA4 code.
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**Supported DLSS models:** DLSS 3 CNN (E), DLSS 4 transformer (K, default), and DLSS 4.5 transformer (M). DLSS 5 is not supported.
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It is an experiment. It has been tested on one GPU in a handful of games, it depends on unreleased patches to ZLUDA and vkd3d-proton.
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**Proof of concept:** d4r shows that DLSS can run on an AMD GPU, but it is not really that practical for everyday use yet. It has been tested on one GPU in a handful of games and depends on unreleased patches to ZLUDA and vkd3d-proton.
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**Windows / RDNA4 development:** the `windows-rdna4` branch adds native Windows
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gfx1201 HIP/ZLUDA diagnostics, validated D3D12/HIP interop, an NGX init probe,
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and a CPU-checked gfx12 WMMA backend. K `enc1` and `enc2` execute on
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gfx1201 and match the existing numpy model on synthetic nonzero fixtures.
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The remaining K/M kernels and Windows game runtime are still in progress.
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This branch incorporates upstream RDNA4 commit `dbef4b2`; native Windows CMake
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builds all 11 K and 5 M modules with the upstream gfx12 layout. Other layers,
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full K/M image validation and the Windows game runtime are still in progress.
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Build commands, hardware results and remaining
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porting gates are in [docs/windows-rdna4-port.md](docs/windows-rdna4-port.md).
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This branch does not yet provide a Windows DLSS runtime.
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@@ -25,12 +27,14 @@ See [supported games](SUPPORTED_GAMES.md) for the tested games and DLSS models.
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Radeon RX 7700 XT (RDNA3, gfx1101), SILENT HILL Townfall at 2560×1440, every DLSS result is presented in the frame it belongs to (no added latency).
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| Mode | DLSS 3 CNN (preset E) | DLSS 4 (preset K) | DLSS 4.5 (preset M) | FSR 4 |
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| Mode | DLSS 3 CNN (preset E) | DLSS 4 (preset K) | DLSS 4.5 (preset M) | FSR 4\* |
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|---|---|---|---|---|
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| Quality (1705×960) | **72.4** fps | 69.4 | 51.5 | 76.0 |
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| Balanced (1488×837) | **80.5** | 76.6 | 59.6 | 84.5 |
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| Performance (1280×720) | **87.8** | 84.0 | 69.9 | 94.0 |
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| Ultra Performance (853×480) | 88.9 | **94.5** | 90.3 | 107.3 |
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| Quality (1705×960) | **71.7** fps | 67.9 | 49.3 | 76.0 |
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| Balanced (1488×837) | **80.8** | 75.9 | 58.0 | 84.5 |
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| Performance (1280×720) | **89.7** | 84.1 | 69.0 | 94.0 |
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| Ultra Performance (853×480) | 89.1 | **95.5** | 92.2 | 107.3 |
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\* FSR 4 was measured in an earlier session (2026-09-27); the DLSS columns on 2026-09-29, when the same machine ran about 2–4% slower overall. Run back to back on the same day, this release is faster than 0.1.1 at Quality with every model (E 71.2 → 71.9, K 67.9 → 68.1, M 48.4 → 49.3 fps), and more in games whose DLSS settings differ from Townfall's, whose kernel variants now run natively too.
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For reference, native 2560×1440 without upscaling (the game's TSR at 100%) runs at 49.1 fps on the same walk.
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@@ -42,16 +46,19 @@ On the same GPU DLSS starts at a disadvantage: its networks were designed for NV
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## GPU support
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d4r needs RDNA3 (Radeon RX 7000 series), but full speed depends on the chip: the release ships its native kernels only for **gfx1101 (Navi 32)**, and on other GPUs DLSS 4 and 4.5 fall back to the much slower translated NVIDIA code.
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d4r builds for RDNA3 and RDNA4. A newly built release compiles native DLSS 4 and 4.5 network kernels for the targets below and selects the matching set at runtime. Only the RX 7700 XT has been tested on a real GPU; RDNA4 runtime and performance remain unverified on hardware.
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| GPU | Chip | DLSS 3 CNN (E) | DLSS 4 (K) | DLSS 4.5 (M) |
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|---|---|---|---|---|
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| RX 7700 XT (tested), RX 7800 XT, RX 7700, Radeon PRO W7700 | gfx1101 | full speed | full speed | full speed |
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| RX 7900 GRE / XT / XTX, Radeon PRO W7800 / W7900 | gfx1100 | full speed | runs without its transformer (worse image, slower) | about half speed |
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| RX 7600 / 7600 XT, RX 7650 GRE | gfx1102 | full speed | runs without its transformer (worse image, slower) | about half speed |
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| RDNA4, RDNA2 and older | | not supported | not supported | not supported |
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| GPU | Chip | FP8 math | Runtime testing |
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|---|---|---|---|
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| RX 7700 XT, RX 7800 XT, RX 7700, Radeon PRO W7700 | gfx1101 | widened to f16 | RX 7700 XT only |
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| RX 7900 GRE / XT / XTX, Radeon PRO W7800 / W7900 | gfx1100 | widened to f16 | untested |
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| RX 7600 / 7600 XT, RX 7650 GRE | gfx1102 | widened to f16 | untested |
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| RDNA3 integrated GPUs | gfx1103 | widened to f16 | untested |
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| RX 9070 XT / 9070 / 9070 GRE, Radeon AI PRO R9700 | gfx1201 | native FP8 (`NativeFp8`, default on) | emulator only |
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| RX 9060 XT / 9060 | gfx1200 | native FP8 (`NativeFp8`, default on) | compile only |
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| RDNA2 and older | | | unsupported |
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Only the RX 7700 XT has been tested; the other gfx1101 cards use the same chip. Without the native kernels, NVIDIA's translated DLSS 4 layers produce invalid values and DLSS discards the network's output, so K loses the transformer's image quality. Preset E is unaffected on any RDNA3 GPU. The kernels can be built for gfx1100 and gfx1102 (`D4R_GPU_ARCHS` in `scripts/package_release.sh`), but those builds are untested.
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Native network kernels are built for all listed gfx11/gfx12 targets. Texture kernels are compiled for each target by `d4r_emit` when supplied to the package script; RDNA4 also has a `-fp8` variant. The bridge selects the KFD GPU with the most SIMDs, avoiding an integrated GPU when a discrete GPU is present; `D4R_GPU_ARCH` overrides that choice. Missing native kernels fall back to ZLUDA. Without the native network kernels, NVIDIA's translated DLSS 4 layers produce invalid values and DLSS discards the network's output, so K loses the transformer's image quality. Preset E does not use the native network kernels.
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## How it works
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@@ -66,13 +73,13 @@ game (D3D12) ──► OptiScaler (DLSS inputs) ──► d4r_nvngx.dll (NGX D3
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▼
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ZLUDA (patches/zluda: PTX → AMDGPU, WMMA, native kernel overrides)
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▼
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native RDNA3 kernels (kernels/: DLSS 4 and 4.5 network layers)
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native RDNA3 and RDNA4 kernels (kernels/: DLSS 4 and 4.5 network layers)
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```
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- **The shim** (`d4r_nvngx.dll`) implements the D3D12 NGX entry points OptiScaler calls, copies the game's colour, depth and motion vectors into buffers shared with HIP, evaluates DLSS through the CUDA version of NGX, and writes the result back into the game's output texture.
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- **The bridge** is a Wine builtin `nvcuda.dll` that forwards the CUDA driver API to ZLUDA on the Linux side, plus a few helpers the shim needs (Vulkan memory import, asynchronous array copies, GPU-side waits).
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- **ZLUDA** compiles NVIDIA's PTX for the AMD GPU. The patches add what DLSS needs (textures, surfaces, FP8 and tensor-core MMA on RDNA3 WMMA) and a hook that serves hand-written kernels in place of selected PTX kernels.
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- **Native kernels** reimplement the DLSS 4 and 4.5 network layers for RDNA3 and replace parts of a few texture-heavy kernels. They are 2–3× faster than the translated versions and are checked against numpy reference models of the layers.
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- **ZLUDA** compiles NVIDIA's PTX for the AMD GPU. The patches add what DLSS needs (textures, surfaces, FP8 and tensor-core MMA on RDNA3/RDNA4 WMMA) and a hook that serves hand-written kernels in place of selected PTX kernels.
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- **Native kernels** reimplement the DLSS 4 and 4.5 network layers for RDNA3 and RDNA4 and replace parts of a few texture-heavy kernels. The 2–3× speedup was measured on the RX 7700 XT; RDNA4 speed is unverified.
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Details: [docs/architecture.md](docs/architecture.md) and [docs/native-kernels.md](docs/native-kernels.md).
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@@ -90,7 +97,7 @@ ROCm does not need to be installed: the zip includes its runtime (from AMD's Ubu
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## Requirements (building from source)
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- Linux with an AMD RDNA3 GPU. The native kernels use gfx11 WMMA; they are built for gfx1101 by default (`D4R_GPU_ARCH` for other RDNA3 chips, untested). Without them DLSS runs through ZLUDA alone: much more slowly, and DLSS 4 (K) without its transformer (see [GPU support](#gpu-support)).
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- Linux with an AMD RDNA3 or RDNA4 GPU. The native kernels use gfx11 or gfx12 WMMA. `scripts/package_release.sh` builds network kernels for gfx1100–gfx1103 and gfx1200–gfx1201 by default; `D4R_GPU_ARCH` selects one target for a standalone `kernels/build.sh` invocation. Runtime support outside the RX 7700 XT remains unverified on hardware (see [GPU support](#gpu-support)).
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- ROCm with HIP and its clang (tested with ROCm 7.2).
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- GE-Proton with OptiScaler integration (tested with GE-Proton11-3).
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- Build tools: a Rust toolchain and git-lfs (ZLUDA), meson and ninja (vkd3d-proton), `winegcc`/`winebuild` (bridge), `x86_64-w64-mingw32-g++` and `clang-cl` (shim), Python 3.
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@@ -100,27 +107,52 @@ ROCm does not need to be installed: the zip includes its runtime (from AMD's Ubu
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The full sequence is in [docs/building.md](docs/building.md). In short:
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1. Build ZLUDA `ee2f25a` with `patches/zluda/0002`–`0005` applied.
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1. Build ZLUDA `ee2f25a` with `patches/zluda/0002`–`0007` applied, including its `d4r_emit` example for offline texture builds.
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2. Build the patched vkd3d-proton: `scripts/build_vkd3d_proton_d4r.sh OUT_DIR`.
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3. Build the shim and bridge: `scripts/build_d4r_nvngx_shim.sh`, `scripts/build_wine_nvcuda_bridge.sh`.
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4. Stage the runtime with your NVIDIA files: `scripts/install_d4r_runtime.sh _nvngx.dll nvngx_dlss.dll`.
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5. Build the native kernels: `D4R_ROCM_DIR=… D4R_DLSS_DLL=… D4R_ZLUDA_BUILD=… kernels/build.sh`.
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5. Build the native kernels: `D4R_ROCM_DIR=… D4R_DLSS_DLL=… D4R_ZLUDA_EMIT=… kernels/build.sh`.
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6. Fill in `~/.config/d4r/d4r.ini` (created from `config/d4r.ini.default` on first launch) and start the game with `scripts/d4r_play.sh`.
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The launcher backs up and restores everything it touches in the Proton prefix: OptiScaler.ini, the prefix's `d3d12.dll`/`d3d12core.dll`, and the game's Engine.ini when cvars are set.
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## Preset videos
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Gameplay recordings of each DLSS model at the Quality, Performance and Ultra Performance presets.
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**Ready or Not**
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| Model | Quality | Performance |
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| DLSS 4.5 | [video](https://cdn.ayois.gay/sk-ant-api03-OPG1vqqsmDkNduG5fXJBelDI-1APyL9_ytJrnOSekZxoh-2NL8NqNuqL3pCI24kJQsudaB896GYpu5TFv93tabAgK1H2sAA) | [video](https://cdn.ayois.gay/sk-ant-api03-d-4XS1it5mtMkm-QRz0Qnkfu9FAjz_dFJURvsh_3gPZTnC1sljpWc28F6fyjUWIC6xlZm-FckWGjaP-KuIipYmroa3dQ8AA) |
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| DLSS 4 | [video](https://cdn.ayois.gay/sk-ant-api03-uXTWm4hN5jZksiSm4fvgIOr0dw43hGJ0TpZLe2ZghIbGb7aR9CGGlTV-1paBYO7G6lzIf83tOrCdaKdJerJ4re6epRWDEAA) | [video](https://cdn.ayois.gay/sk-ant-api03-fcZCkctdFOv513z1u6rPBrRseY47Qnw43Gnv5mZf_GekHw-yUoWYcBixjp2qqqbBIf7sVmht0Y676U96n2cwmFIsRgWkHAA) |
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| DLSS 3 | [video](https://cdn.ayois.gay/sk-ant-api03-_vuywLcsMzZiJxcNgucBeeXFzWi44mes5A1777bg_4XQ2X0MH22J9M7JFpTS0_q6yaGWMXf3FvL8MDiv_dc7UANxrCmlGAA) | [video](https://cdn.ayois.gay/sk-ant-api03-WzaIy34WIesQeOOTVQNXZwpPPE8khmbUynvMw9B-Luj8GFcZ_sJvGXfg6aW00TD0Rr3nWu43ELJGx2K6qs_HL6FkLdmb1AA) |
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**Townfall**
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| Model | Quality | Ultra Performance |
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|---|---|---|
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| DLSS 4.5 | [video](https://cdn.ayois.gay/sk-ant-api03-p8uL0hOUklvA-BSeEafS8LQU-gayzbqAE3NacWAmckLoXOSf2sXGf7OeG1LmvOqeGFRh_ceCWi4pLBl9yxJlvYwQWH3Y1AA) | [video](https://cdn.ayois.gay/sk-ant-api03-Mz0BzYTrLjaYSuQXtOEHTw4ydYVbPvHmMjflm8UhFp976ftXqMExD8BCMYlo93JLEGwVL3rMWoZR0CH_deJJU7jX8_s3GAA) |
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| DLSS 4 | [video](https://cdn.ayois.gay/sk-ant-api03-WgNoUPTwH0vt55Ag7RaWprXXINU5OOOEtuDXOvIjHgfAScSiIPIJGVaERoF-EA3JO7LS8xkohUlb6AFsW8AVZ2vMB14JwAA) | [video](https://cdn.ayois.gay/sk-ant-api03-skXZVD6G4DUdAfQw0RLz_UJW8GOfBlpZx1N4ezaF_UIXm7OIY1ciQysfRu4zRsxSXA8plZJi4NSzkXkV7Oxmg9ytg9zaaAA) |
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## Repository layout
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| Path | Contents |
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|---|---|
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| `tools/` | the NGX shim, the Wine CUDA bridge, a D3D12 DLSS harness, probes and kernel replay tools |
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| `kernels/` | native RDNA3 kernels (`k/` DLSS 4, `m/` DLSS 4.5, `tex/` texture-kernel parts), their build script, validation tools and numpy reference models |
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| `kernels/` | native RDNA3/RDNA4 kernels (`k/` DLSS 4, `m/` DLSS 4.5, `tex/` texture-kernel parts, `common/` WMMA layouts), their build script, validation tools and numpy reference models |
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| `patches/` | ZLUDA and vkd3d-proton patches |
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| `scripts/` | build, install, launch and probe scripts |
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| `config/` | the default `d4r.ini` for the developer launcher |
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| `packaging/` | the release's `d4r.ini`, OptiScaler settings, user guide and install check |
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| `docs/` | architecture, build, native kernel and performance notes |
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## Stars
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[](https://star-history.com/#countervolts/d4r&Date)
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## License
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Apache License 2.0 (see [LICENSE](LICENSE)). The patches in `patches/` are offered under the licenses of the projects they modify: ZLUDA (Apache-2.0 or MIT) and vkd3d-proton (LGPL-2.1). See [NOTICE](NOTICE).
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To contact me my discord is `._ayo`.
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