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.
This commit is contained in:
1 parent
247fe1092d
commit
a617c818de
62 files changed
+5894
-89
No files matched your search
@@ -1,10 +1,36 @@
|
||||
@echo off
|
||||
setlocal
|
||||
if not exist "%~dp0d4r\model-tools\python\python.exe" (
|
||||
echo Missing portable tools. Extract the complete current d4r ZIP first.
|
||||
exit /b 1
|
||||
)
|
||||
if not "%~1"=="" goto arguments
|
||||
echo d4r will download NVIDIA DLSS files and an NVIDIA driver archive.
|
||||
echo Driver archive is about 945 MiB (991 MB). It will only extract _nvngx.dll; it will not install or change drivers.
|
||||
choice /C YN /N /M "Continue? [Y/N] "
|
||||
if errorlevel 2 exit /b 0
|
||||
powershell.exe -NoProfile -ExecutionPolicy Bypass -File "%~dp0install-dlss.ps1" -PackageRoot "%~dp0." -Yes
|
||||
echo Optional Ray Reconstruction backends (disabled by default; synthetic validation only, game compatibility unverified):
|
||||
echo [D]/[E] native DLSS RR model built locally from NVIDIA's RR DLL (gfx1101 only).
|
||||
echo [F] experimental FSR Ray Regeneration: downloads AMD's pinned 14 MB denoiser DLL; runs it through the
|
||||
echo bundled vkd3d-proton (d4r\fsr). AMD does not support FSR RR on RDNA3; d4r emulates its FP8 math.
|
||||
choice /C NDEF /N /M "Enable RR? [N]one / [D] / [E] / [F]SR: "
|
||||
if errorlevel 4 goto fsr
|
||||
if errorlevel 3 goto modelE
|
||||
if errorlevel 2 goto modelD
|
||||
"%~dp0d4r\model-tools\python\python.exe" "%~dp0install-dependencies.py" --package-root "%~dp0." --yes
|
||||
goto result
|
||||
:modelD
|
||||
"%~dp0d4r\model-tools\python\python.exe" "%~dp0install-dependencies.py" --package-root "%~dp0." --yes --rr-preset D --enable-rr
|
||||
goto result
|
||||
:modelE
|
||||
"%~dp0d4r\model-tools\python\python.exe" "%~dp0install-dependencies.py" --package-root "%~dp0." --yes --rr-preset E --enable-rr
|
||||
goto result
|
||||
:fsr
|
||||
"%~dp0d4r\model-tools\python\python.exe" "%~dp0install-dependencies.py" --package-root "%~dp0." --yes --enable-fsr
|
||||
goto result
|
||||
:arguments
|
||||
"%~dp0d4r\model-tools\python\python.exe" "%~dp0install-dependencies.py" --package-root "%~dp0." %*
|
||||
:result
|
||||
set "D4R_INSTALL_EXIT=%ERRORLEVEL%"
|
||||
if not "%D4R_INSTALL_EXIT%"=="0" echo d4r install failed. Read the message above.
|
||||
exit /b %D4R_INSTALL_EXIT%
|
||||
Reference in new issue
Block a user