TL;DR: Add an experimental FSR Ray Regeneration backend on Windows, run the K
network natively on HIP with Vulkan->HIP shared memory, extend K kernels to
gfx11 (RDNA3), and add dependency/packaging/test tooling around them.
Windows: FSR RR backend, native HIP K runner, gfx11 K kernels, tooling
FSR Ray Regeneration (experimental)
- Add fsr_rr_backend.{h,cpp}, fsr_rr_passes.h and the fsr_rr/ prepare and
compose compute shaders. They run AMD's FidelityFX denoiser
(amd_fidelityfx_denoiser_dx12.dll, SDK 2.3, not bundled) on a private
vkd3d-proton device.
- Add the amdxc64 shim (tools/windows/amdxc64_shim) and two vkd3d-proton
patches for libcxx includes. AMD's amdxc64.dll is never loaded.
- d4r_nvngx_windows: RrFeature now selects between the native DLSS RR
backend and the FSR backend (D4R_RR_BACKEND=fsr). After the denoiser it
runs an internal Super Sampling stage (feature 1) to upscale. If SR is
unavailable and output != render size, the frame fails; it is never
returned noisy.
- d4r.ini / player_config: new [RayReconstruction] FsrDenoiser,
FsrStabilityBias (auto or >= 0) and FsrDetail (0-1), with validation, and
matching D4R_FSR_* environment variables.
- Add the FSR RR fixture, output-check and ngx test scripts, and a shader
compile script.
Native HIP K runner (Windows)
- CMake: add d4r_engine_k_hip (d4r-k-hip) plus separate volk/engine copies,
because VK_USE_PLATFORM_WIN32_KHR changes volk's entry points.
- Share Vulkan memory with HIP via Win32 opaque handles on Windows
(VK_KHR_external_memory_win32) and via fds on Linux. Handle types are now
intptr_t, and the platform choice is in D4R_EXT_MEMORY_* macros.
- HipNetwork: add debugRepeatHashes and debugNodeMicros, exposed as
D4R_HIP_REPEAT_CHECK, D4R_HIP_REPEAT_ALL and D4R_HIP_NODE_PROFILE in
replay.cpp.
- replay.cpp: display-resolution-motion frames (FrameFlagDisplayMotion) no
longer require near2rnd == out2rnd. Both values must still be in (0, 1].
K kernels on gfx11
- Allow position-token and enc1 tiling on __GFX11__ as well as gfx12.
- Add an opt-in ds_bpermute cross-half exchange
(D4R_WINDOWS_GFX11_DS_EXCHANGE, enabled for K on Windows gfx11). M keeps
its LDS path.
- Fix a block-barrier race in the position layer. Without POS_VSHARE a fast
wave could overwrite its hb rows while a slower wave still read them for a
later head, giving rare wrong results on gfx1101 (enc0 outputs differing
between identical launches).
Packaging and install
- install.bat, d4r.ini, WINDOWS_README: FSR option, and
install_dependencies.py to install pinned NVIDIA dependencies with staged,
hash-verified replacement and rollback.
- Update the release package, local package refresh and test scripts.
- Add the InteropBatchInputCopies option (default false). Batching is faster
on some synthetic runs, but player temporal exactness is unresolved.
Tooling and tests
- K model: capture_k_weights, build_k_model, compare_k_outputs,
benchmark_k_hip, build_capture_runtime, test_k_model and the
zluda-k-output-capture patch. Captured weights and models are private
local assets and must not enter release archives.
- Synthetic probes: test_m_ngx, test_sr_dynamic,
prepare_rr_dynamic_fixture and the d3d12/rr_ngx probe updates.
- Add tests/windows/test_install_dependencies.py.
Docs
- Update the windows-fsr-rr, k-performance, local-package, rr-interop and
rr-model-cache docs. Add windows-parity-handoff.md and
windows-parity-continuation-prompt.md.
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# Native RR D3D12/Vulkan bridge gate
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## Current output coverage: RGBA16F and RGBA32F
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Native RR now accepts `DXGI_FORMAT_R32G32B32A32_FLOAT` output as well as the
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existing RGBA16F output. Model inference remains unchanged. A same-size nearest
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Vulkan image blit widens the model's half output on the GPU, then copies the
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float32 image through the shared packet into the borrowed D3D12 output texture.
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The backend checks source/destination blit support and allocates a private
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device-local conversion image only when needed. Packet output space reserves
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the largest supported texel size. No CPU tensor conversion enters production.
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Output format may change between frames without feature/model recreation or
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history reset. The conversion image is retained, with explicit transfer
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read/write barriers. Output dimensions remain fixed. Other encodings, external
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exposure conversion and game/reference-quality validation remain open.
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Synthetic D: eight frames across dynamic dimensions, two live features,
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creation-sized input resources, optional guides and enhanced/inherited states
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pass all 16 evaluations. Every RGBA32F component matches the independently
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widened standalone half reference exactly. Synthetic E: six inverted D32S8
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frames alternate half/float32 output without losing temporal consistency or
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changing stencil. Packaged v8 loader/INI with two live E features passes all 12
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evaluations. Final handles/parameters are released before queued submission.
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This establishes output conversion and engine consistency, not NVIDIA reference
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quality, game RR or a performance improvement.
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Evidence: `build/rr-ngx-output32-d-v1/summary.json`,
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`build/rr-ngx-output-switch-e-v1/summary.json`, and
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`build/rr-ngx-local-v8-output-switch-e-v1/summary.json`. Prior baseline binaries
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remain in `build/rr-output32-baseline-v1/`; older ZIPs remain unchanged.
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## Current native RR coverage: dynamic render sizes and two live features
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Native NGX feature 13 accepts per-frame render dimensions from 64 pixels through
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the feature's creation dimensions. Output size remains fixed. Each queued frame
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owns its render dimensions alongside the existing resource/scalar/matrix
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snapshot. Dimension changes rebuild size-dependent views, descriptors and
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temporal history only after prior GPU work retires. Vulkan model pipelines,
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uploaded weights, the creation-sized shared packet and timeline fence survive.
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History resets implicitly on a size change, even without a caller Reset flag.
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Unchanged dimensions preserve history. Invalid dimensions fail before recording
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or submission; failed reconfiguration poisons the backend rather than allowing
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partially rebuilt history to run.
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`prepare_rr_dynamic_fixture.py` generates independent standalone segment
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references and combines them into an NGX sequence with no explicit reset at size
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changes. The sequence is 96x96 twice, 64x64 twice, 96x96 twice, and 72x80 twice,
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with fixed 192x192 output and alternating absent/present optional guides.
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The 48x48 first fixture failed at the engine's existing 64-pixel minimum before
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NGX testing; it remains preserved. Corrected D/E fixtures each pass eight exact
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frames. D passes without SR dependencies; E passes player INI selection.
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`test_rr_ngx.py --dynamic-extents` checks every size/output and the exact resize
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diagnostic sequence. `--two-features` evaluates two live RR features with separate
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Vulkan devices on each game command list. It reads back both outputs separately
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and releases both handles/parameters before final submission. Packaged v7 E
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passes all 16 evaluations with enhanced/inherited access, optional guides and
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owned geometry. `--max-resources` retains creation-sized D3D12 input textures
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while the render rectangles change; that path also passes 16 exact evaluations.
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This tests multiple live handles and ordered delayed submission, not parallel
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GPU inference, threaded submission or asynchronous throughput.
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Six static D frames still pass inverted D32S8 depth, unchanged stencil,
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RGBA32/RG32/scalar-R16 guide switching and AutoExposure. All comparisons are
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against the same standalone engine, not NVIDIA quality-reference frames or game
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RR. No performance gain is claimed for resize support or model reuse.
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Evidence: `build/rr-ngx-dynamic-d-v2/summary.json`,
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`build/rr-ngx-dynamic-e-v2/summary.json`,
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`build/rr-ngx-dynamic-two-features-d-v1/summary.json`,
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`build/rr-ngx-local-v7-dynamic-two-e-v1/summary.json`,
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`build/rr-ngx-local-v7-max-dynamic-two-e-v1/summary.json`, and
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`build/rr-ngx-local-v7-static-regression-v2/summary.json`.
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The first E wrapper run completed all exact GPU outputs but failed its diagnostic
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check because player mode redirects stderr to d4r_nvngx.log. The verifier now
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reads that log in player mode; the corrected run passes. Earlier artifacts and
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baseline shim/probe copies remain intact under build/rr-dynamic-baseline-v1/.
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The first v7 static regression invoked the target DLL directly beside its
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player INI while requesting an environment-only/no-SR test. Player configuration
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correctly overrode those environment settings and rejected missing local SR
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dependencies before GPU evaluation. The corrected packaged-loader/player-INI
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fixture supplies pinned dependencies and passes all six frames; no policy block
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or bypass occurred.
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Other existing native coverage includes optional guides, float/UNORM inputs,
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typed/typeless D32/D32S8 depth, preserved stencil and creation-flag validation.
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Guide encodings, external exposure conversion, output-format conversion, output
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size changes, broader concurrency, game/reference-quality validation and FSR
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execution remain incomplete. Older sections below describe earlier milestones;
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the newest checklist entries supersede those earlier limitations.
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## Runtime extraction in progress (2026-10-16)
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The packet layout now has a geometry-only constructor with no fixture I/O.
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