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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@@ -120,6 +120,7 @@ struct Args {
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std::string barrier_mode = "legacy";
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bool early_indirect = false;
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bool player_mode = false;
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bool reset_each_frame = false;
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std::string ngx_core, dlss_dll;
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std::string nvapi_dll;
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std::string ngx_abi = "driver";
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@@ -131,6 +132,7 @@ struct Args {
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std::string ngx_mode = "init";
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unsigned preset = 11;
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unsigned ngx_create_flags = 0;
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unsigned ngx_quality = 2;
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unsigned output_width = 512, output_height = 288;
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unsigned input_width = 0, input_height = 0;
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std::string fixture_dir;
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@@ -162,6 +164,7 @@ struct Args {
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}
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else if (key == "--early-indirect") early_indirect = value == "1";
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else if (key == "--player-mode") player_mode = value == "1";
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else if (key == "--reset-every-frame") reset_each_frame = value == "1";
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else if (key == "--ngx-core") ngx_core = value;
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else if (key == "--dlss-dll") dlss_dll = value;
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else if (key == "--nvapi-dll") nvapi_dll = value;
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@@ -190,6 +193,12 @@ struct Args {
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if (end != value.size() || (ngx_create_flags != 0 && ngx_create_flags != 11))
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throw std::runtime_error("ngx-create-flags must be 0 or 11 (HDR, low-resolution MV, inverted depth)");
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}
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else if (key == "--ngx-quality") {
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size_t end = 0;
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const auto parsed = std::stoul(value, &end);
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if (end != value.size() || parsed > 5) throw std::runtime_error("ngx-quality must be 0..5");
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ngx_quality = static_cast<unsigned>(parsed);
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}
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else if (key == "--ngx-output-resolution") {
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const auto separator = value.find('x');
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if (separator == std::string::npos) throw std::runtime_error("Output resolution must be WIDTHxHEIGHT");
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