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
@@ -13,6 +13,15 @@ int main(int argc, char** argv) {
|
||||
start();
|
||||
try {
|
||||
Args args(argc, argv);
|
||||
unsigned subrectWidth = 0, subrectHeight = 0;
|
||||
if (const char* subrect = std::getenv("D4R_PROBE_RENDER_SUBRECT")) {
|
||||
char extra = 0;
|
||||
if (std::sscanf(subrect, "%ux%u%c", &subrectWidth, &subrectHeight, &extra) != 2 ||
|
||||
subrectWidth < 64 || subrectHeight < 64 ||
|
||||
subrectWidth > (args.input_width ? args.input_width : args.output_width / 2) ||
|
||||
subrectHeight > (args.input_height ? args.input_height : args.output_height / 2))
|
||||
throw std::runtime_error("D4R_PROBE_RENDER_SUBRECT must be WIDTHxHEIGHT within 64x64..creation size");
|
||||
}
|
||||
if (args.cuda_dll.empty() || (args.interop_mode != "images" && (args.module.empty() || args.ngx_core.empty() || args.dlss_dll.empty())))
|
||||
throw std::runtime_error("--module shim DLL, --cuda-dll, --ngx-core and --dlss-dll required");
|
||||
const char* diagDir = std::getenv("D4R_DIAG_DIR");
|
||||
@@ -243,7 +252,8 @@ int main(int argc, char** argv) {
|
||||
for (const auto& pair : {std::make_pair("Width", width), std::make_pair("Height", height),
|
||||
std::make_pair("OutWidth", outWidth), std::make_pair("OutHeight", outHeight),
|
||||
std::make_pair("CreationNodeMask", 1u), std::make_pair("VisibilityNodeMask", 1u)}) d4r_ngx_set_uint(parameters, pair.first, pair.second);
|
||||
d4r_ngx_set_int(parameters, "PerfQualityValue", 2); d4r_ngx_set_int(parameters, "DLSS.Feature.Create.Flags", args.ngx_create_flags);
|
||||
d4r_ngx_set_int(parameters, "PerfQualityValue", int(args.ngx_quality)); d4r_ngx_set_int(parameters, "DLSS.Feature.Create.Flags", args.ngx_create_flags);
|
||||
std::printf("D3D12_NGX_QUALITY value=%u\n", args.ngx_quality);
|
||||
std::printf("D3D12_NGX_CREATE_FLAGS value=%u\n", args.ngx_create_flags);
|
||||
for (const char* name : {"DLSS.Hint.Render.Preset.DLAA", "DLSS.Hint.Render.Preset.Quality", "DLSS.Hint.Render.Preset.Balanced",
|
||||
"DLSS.Hint.Render.Preset.Performance", "DLSS.Hint.Render.Preset.UltraPerformance", "DLSS.Hint.Render.Preset.UltraQuality"}) d4r_ngx_set_uint(parameters, name, args.preset);
|
||||
@@ -342,6 +352,7 @@ int main(int argc, char** argv) {
|
||||
std::printf("D3D12_OUTPUT preset=%u frame=%u finite=1 mean=%.9g variance=%.9g frame_age=0\n", args.preset, frame, sum/count, variance);
|
||||
if (variance < 1e-6) throw std::runtime_error("D3D12 output lost the synthetic pattern");
|
||||
};
|
||||
std::printf("D3D12_RESET every_frame=%u\n", unsigned(args.reset_each_frame));
|
||||
for (unsigned frame = 0; frame < args.iterations; ++frame) {
|
||||
if (burst) {
|
||||
dx(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(allocator.ReleaseAndGetAddressOf())), "Burst allocator");
|
||||
@@ -349,7 +360,15 @@ int main(int argc, char** argv) {
|
||||
dx(list->Close(), "Burst initial Close");
|
||||
readback = make_buffer(device.Get(), textures[3].bytes, D3D12_HEAP_TYPE_READBACK, D3D12_HEAP_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
}
|
||||
d4r_ngx_set_int(parameters, "Reset", frame == 0 ? 1 : 0);
|
||||
d4r_ngx_set_int(parameters, "Reset", args.reset_each_frame || frame == 0 ? 1 : 0);
|
||||
// Diagnostic: D4R_PROBE_RENDER_SUBRECT=WxH evaluates with that render rectangle on frames >= 1 (the
|
||||
// feature keeps its creation size), to exercise dynamic-resolution Super Sampling.
|
||||
const unsigned renderWidth = subrectWidth && frame >= 1 ? subrectWidth : width;
|
||||
const unsigned renderHeight = subrectHeight && frame >= 1 ? subrectHeight : height;
|
||||
d4r_ngx_set_uint(parameters, "DLSS.Render.Subrect.Dimensions.Width", renderWidth);
|
||||
d4r_ngx_set_uint(parameters, "DLSS.Render.Subrect.Dimensions.Height", renderHeight);
|
||||
std::printf("D3D12_RENDER_SUBRECT frame=%u size=%ux%u reset=%u retained_resources=1\n",
|
||||
frame, renderWidth, renderHeight, unsigned(args.reset_each_frame || frame == 0));
|
||||
if (commandBackend) {
|
||||
dx(allocator->Reset(), "Reset(game-style allocator)"); dx(list->Reset(allocator.Get(), nullptr), "Reset(game-style list)");
|
||||
if (earlySignature) {
|
||||
|
||||
Reference in new issue
Block a user