engine/rr: native preset F (DLSS 4.5 Ray Reconstruction) and the reference's fused roundings
- engine/compile_rr2.py, runtime_rr2.inc, engine/rr/rr2_m.comp, exposure_f.comp, gen_rr2_enc0.py, rr2_pack.py, rr2_ref.py: the rr2_* model (nvngx_dlssd.dll 310.9's third network) as d4r's own shaders - exposure, enc0 gather/block split, enc1-5 and dec4-0 through one matrix shader, translated output passes; weights packed from the DLL, argument blocks from the capture - ptx2rr: match the driver's fused roundings - opaque-zero OR around cvt.rn.f16.f32 against v_fma_mix, half-away-from-zero formatted stores, UNORM 10:10:10:2 as RGBA32F of q/1023, OCML tanhF with the AMDGPU exp lowering, binary16 fma and fetch roundings; --probe for register bisection against ZLUDA - dec0_m/swin_m/enc0_*: RR_MIX build option (D4R_RR_MIX=1), one v_fma_mix rounding per 32-deep step, ~5% faster, not bit-exact; default build stays exact - runtime_rr.inc: RModel/REngine dispatch to the D4RR0002 model; replay_rr: RGBA32F and A2B10G10R1010 texel sizes, roughnessPacked bit, larger debug staging - shim: engine\rr-f model slot, 310.9 version probe so preset F is only claimed when the CUDA path has it; d4r.ini / d4r_config.py Model = F; run_rr_engine_compare.sh D4R_RR_DLL - kernels/rr/swin_native.h + rr_swin_native_test.cpp: HIP port of encoder 1 for the FP8-product and rounding cost measurements - engine/rr/README: preset F's block, options, capture-by-capture results, timings and the open camera-matrix difference
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@@ -21,13 +21,12 @@
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[[unroll]] for (uint kt = 0u; kt < 6u; ++kt) {
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HAC c;
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coopMatLoad(c, w16.w, (W_BIAS0 + HEAD * hd) / 2u + kt * 1024u + 16u * wv, 64u, RM);
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ACC s = ACC(c);
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A8 k0, k1;
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coopMatLoad(k0, RR_KS, RR_KS0 + kt * 128u, 8u, RM);
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coopMatLoad(k1, RR_KS, RR_KS0 + kt * 128u + 4u, 8u, RM);
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s = coopMatMulAdd(k1, Qb[1], coopMatMulAdd(k0, Qb[0], s)); // rounded once, by the conversion below
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K32H(c, k0, Qb[0], k1, Qb[1])
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// the cubic numerator from enc1_pack.cubic_table, indexed by the score's binary16 bits
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[[unroll]] for (int i = 0; i < 8; ++i) e[kt][i] = hb(uint(w16u.w[W_CUBIC / 2u + bh(float16_t(s[i]))]));
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[[unroll]] for (int i = 0; i < 8; ++i) e[kt][i] = hb(uint(w16u.w[W_CUBIC / 2u + bh(c[i])]));
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}
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// key slot 16kt + 8hl + i is NVIDIA's column 8j + 2tt + half with j = 4(kt >> 1) + (kt & 1) + 2((i >> 1) & 1),
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// tt = 2hl + (i >> 2), half = i & 1 (enc1_ref.softmax_cubic's tree)
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@@ -60,7 +59,7 @@
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// O^T = V^T P^T, then the out-projection onto the residual
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B8 Ob[2];
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[[unroll]] for (uint c = 0u; c < 2u; ++c) {
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ACC o = ACC(0.0);
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RAC o = RAC(RV(float16_t(0.0)));
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[[unroll]] for (uint ks = 0u; ks < 3u; ++ks) {
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A8 v0, v1;
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coopMatLoad(v0, RR_VS, RR_VS0 + c * 384u + 8u * ks, 24u, RM);
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