feat: add d4r inference engines and Windows parity tooling
Add native K/M/RR inference engines, HIP kernels, replay and validation harnesses, and Windows DLSS setup and runtime support. Include GPU profiling tools, build and packaging scripts, platform integration patches, and implementation documentation.
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// Public synthetic reproducer: compare packed F16 WMMA with F32 WMMA followed
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// by one FP16 rounding after each K16 step. Never part of game packaging.
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#define D4R_K_F16_WMMA
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#include "../../kernels/common/wmma_layout.h"
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// The replay utility passes a single by-value parameter block, like K/M.
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struct CompareParams { const _Float16* a; const _Float16* b; const float* c; float* output; };
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extern "C" __attribute__((global)) void d4r_wmma_f16_compare(CompareParams params)
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{
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const _Float16* a = params.a;
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const _Float16* b = params.b;
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const float* c = params.c;
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float* output = params.output;
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const unsigned test = __builtin_amdgcn_workgroup_id_x();
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const unsigned token = wm_lane() & 15;
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const unsigned base = test * 256;
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const wm_op aa = wm_op_load(a + base + token * 16);
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const wm_op bb = wm_op_load(b + base + token * 16);
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wm_f8v baseline, adapted;
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wm_h8 packed;
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for (unsigned i = 0; i < 8; ++i) {
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baseline[i] = c[base + wm_acc_row(i) * 16 + token];
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packed[i] = (_Float16)baseline[i];
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}
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adapted = baseline;
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const unsigned steps = 1u << (test / 16);
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for (unsigned step = 0; step < steps; ++step) {
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baseline = wm_mma(aa, bb, baseline);
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for (unsigned i = 0; i < 8; ++i) baseline[i] = (float)(_Float16)baseline[i];
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packed = __builtin_amdgcn_wmma_f16_16x16x16_f16_w32_gfx12(
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__builtin_bit_cast(wm_h8, aa), __builtin_bit_cast(wm_h8, bb), packed);
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adapted = wm_mma_f16_step(aa, bb, adapted);
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}
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for (unsigned i = 0; i < 8; ++i) {
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const unsigned index = wm_acc_row(i) * 16 + token;
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output[test * 768 + index] = baseline[i];
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output[test * 768 + 256 + index] = (float)packed[i];
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output[test * 768 + 512 + index] = adapted[i];
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}
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}
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