41 Commits
Author SHA1 Message Date
ayo ac4ee6c225 Expand Windows GPU support, add native FSR RR, and improve SR interop
Add a native D3D12 FSR Ray Regeneration route for gfx1200/gfx1201,
using the game's device and queue with embedded HLSL guide preparation
and output composition. Preserve the vkd3d compatibility route for
RDNA3 and expose explicit route overrides and diagnostics.

Improve Windows runtime compatibility:
- Retry rejected application-ID initialization with a project identity.
- Defer expensive RR backend creation until feature creation.
- Recover from transient submission failures without disabling later frames.
- Add shared-buffer export fallbacks through explicit heaps and a private
  device on the same adapter.
- Safely evict old RR descriptor sets when input views change.
- Treat requested RR presets as hints when a configured model is available.
- Expand SR/RR input formats and handle diffuse/specular hit distances,
  packed normals, depth-stencil resources, and unused FSR guides.

Reduce SR overhead by batching output downloads and format conversion
under one completion wait. Optimize strict M enc2/tube attention with
bounded FP32 accumulation and the original FP64 fallback for ambiguous
rounding cases.

Extend RDNA4 tooling with gfx1200/gfx1201 native FP8 RR model builds,
capability checks, architecture-aware deployment, and experimental K/M
kernel paths. Require matching model and runtime arithmetic families.

Add optional embedded FSR shader optimizations keyed by shader hash and
exact original SPIR-V contents. Preserve reflected metadata and record
optimizer provenance, artifact hashes, and cache identity.

Simplify Windows installation with automatic backend dependency downloads,
download progress and ETA, backed-up absolute OptiScaler library paths,
and recovery from interrupted RR model builds.

Add build-kernels.bat and a kernels-only build matrix for all eleven
registered RDNA targets, with code-object target validation and SHA256
manifests. Expand conversion probes, numerical stress tests, temporal
benchmark tooling, installer/deployment tests, and setup documentation.

Document synthetic regression and timing results, experimental build
options, and remaining RDNA4 hardware validation requirements.
2026-10-17 07:40:34 -04:00
ayo 3345fffcd3 readme 2026-10-16 08:58:54 -04:00
ayo 7c5d3c9157 feat: add d4r inference engines and Windows parity tooling
Add native K/M/RR inference engines, HIP kernels, replay and validation
harnesses, and Windows DLSS setup and runtime support. Include GPU
profiling tools, build and packaging scripts, platform integration
patches, and implementation documentation.
2026-10-16 08:54:47 -04:00
ayo 73994d4634 Clear windows branch; preserve previous contents in win-old 2026-10-16 05:20:08 -04:00
ayo f0c881985b Change d4r license to GPL-3.0-only 2026-10-08 17:17:44 -04:00
ayo 774efac524 Windows: DLSS watermark off, check script, 310.7.0 pair, shorter docs
- Set Disable.Watermark on the game path (the Linux shim already does);
  [DLSS] ShowWatermark = true keeps NVIDIA's stamp.

- Always write d4r\d4r_nvngx.log in player mode. It was skipped when the
  launcher gave the game a valid stderr pipe, e.g. Steam.

- Accept NVIDIA's 310.7.0 + _nvngx 32.0.15.9636 as "less tested" pins.
  Native kernels are still gated by PTX identity, so a different DLL
  falls back to translated kernels.

- Add d4r-check.ps1 (ok/MISSING/note lines with a fix for each; -Report
  writes a bug-report ZIP) with 15 fixture tests.

- package-windows-release.ps1: -Architectures subset, ships the check
  script, GPU registry and one GPU-query tool.

- Add a shorter WINDOWS_README.txt; trim README's Windows section and
  merge in the RX 9060 XT / distributor-DLL notes.

- Diagnostic probe accepts preset 12 (L).

Tested on RX 7700 XT without a game: loader and shim start-up, K and M
synthetic NGX frames with both DLL pairs (finite output, native kernels
used). Not tested in a game.
2026-10-03 04:58:05 -04:00
xdfnx-dev df415ec828 Support distributor DLL packages and validate Windows player mode 2026-10-03 11:28:21 +03:00
xdfnx-dev 6da1e79f9b Record Cyberpunk K and M 4K gameplay validation 2026-10-03 00:16:18 +03:00
xdfnx-dev 17121ccbf6 Fix Windows numeric NGX feature discovery and quick-test launches 2026-10-02 23:36:02 +03:00
xdfnx-dev 21ed0a8c88 Add automatic native Windows GPU quick-test packaging 2026-10-02 18:19:15 +03:00
xdfnx-dev b6b6d91ed9 Add experimental Windows GPU coverage to the upstream README 2026-10-02 17:11:08 +03:00
Codex 42394953de Preserve upstream README and document experimental Windows backend 2026-10-02 10:48:42 +03:00
Codex eba26c3a76 Write Windows fork README in English 2026-10-02 10:39:29 +03:00
Codex cf43794450 Rewrite README for native Windows RDNA4 installation and validation 2026-10-02 10:36:10 +03:00
Codex 541c9838f7 Merge upstream lifecycle fixes into native Windows RDNA4 port 2026-10-02 10:11:10 +03:00
ayo f66cccaf28 Add experimental preset L and fix DLSS resource lifetimes and waits
- Build L texture variants and complete older release kernel bundles.
- Add selective Swin encoder fallback to reduce L/M motion trails.
- Add opt-in GPU motion-vector dilation for thin geometry and sky gaps.
- Replace GPU input waits with cancellable readiness polling and use
  sleeping event queries for completion.
- Retain recorded resources through command allocator completion, defer
  shutdown until cleanup, and preserve unfinished output synchronization.
- Extend lifecycle harness checks and add event, model and motion tests.
- Update configuration defaults, build scripts and release documentation.
2026-10-02 00:30:46 -04:00
Codex 0c18df6253 Validate Windows native M FP8 and reduce operand packing cost 2026-10-01 21:16:28 +03:00
Codex d556747bad Merge upstream accuracy mode and artifact fixes into Windows RDNA4 2026-10-01 18:37:14 +03:00
Codex 74395b6aef Validate native Windows DLSS output on GPU and record actual M gameplay 2026-10-01 17:54:24 +03:00
Codex e14b4cb54c Run native Windows DLSS K and M through an explicit OptiScaler source backend 2026-10-01 16:13:07 +03:00
Codex e9eec6d4e0 Convert native Windows D3D12 formats on gfx1201 with GPU validation 2026-10-01 14:48:42 +03:00
ayo b645ef9096 Add DLSS accuracy mode and GLIBC 2.41 release builds
- Add default-off PreferAccuracy for all native kernel families,
  including RDNA4 FP8 variants.

- Restore intermediate FP8 quantization, per-MMA FP16 rounding,
  denormal handling and NGX synchronization in accuracy mode.

- Select separately marked accuracy kernels and use a separate JIT
  cache; reject mixed sets and never silently substitute fast kernels.

- Add a pinned GLIBC 2.41 build environment for ZLUDA/LLVM, the DLLs
  and both kernel sets, with ABI checks and toolchain provenance.

- Support parallel target builds and pre-extracted PTX; correct
  ROCm header paths and Clang-CL input handling.

- Bump to 0.1.3 and update release notes, documentation and tests.

Validation: 11 tests passed; all 912 kernels built; E/K/M GPU harness
runs completed with accuracy off/on. Packaged libraries loaded under
GLIBC 2.41 and require no GLIBC version newer than 2.38.

RTX image-quality parity remains unverified.

Fixes #6
Refs #6
2026-10-01 01:35:39 -04:00
ayo b2b3781aca Fix DLSS artifacts and improve synchronization diagnostics
- Fix Cyberpunk 2077 preset-K black artifacts by preserving FP16/FP64
  denormal requirements while limiting denormal suppression to FP32.

- Fix stale direct-output redirects after array destruction, preventing
  reused handles from inheriting an earlier feature's output buffer.

- Log rejected resource formats and dimensions, including failures after
  startup, with rate limiting for repeated errors.

- Add opt-in blocking output synchronization with a dedicated bridge
  export and fallback to context synchronization.

- Report output-wait CPU and wall time, and defer GPU timing queries
  until asynchronous evaluation has completed. The CPU-overhead
  mitigation for #7 still needs reporter confirmation.

- Reject release libraries requiring GLIBC newer than the configured
  baseline, defaulting to 2.41, and document compatible builds.

Validation: shim and bridge builds pass; targeted redirect-lifetime and
format-logging checks pass.

Fixes #5
Fixes #8
Refs #7
2026-09-30 23:17:25 -04:00
Codex 64472e5a61 Merge upstream RDNA4 layouts and validate native Windows K integration 2026-09-30 14:54:38 +03:00
Codex 2dea066d6a Execute gfx1201 K enc2 and generalize layer reference diagnostics 2026-09-30 14:40:49 +03:00
ayo 4334a0c3c4 Add RDNA4 (gfx12) support and a 0.1.2 optimization round
RDNA4 (experimental; untested on RDNA4 hardware)
- kernels/common/wmma_layout.h picks the WMMA operand/accumulator layout
  per target; K (pwin_*) and M (swin_*) index through it, so the same
  sources build for gfx11 and gfx12. D4R_WMMA_LAYOUT=12 on gfx11 is a test
  shim that runs the gfx12 indexing on gfx11 WMMA.

- M can use native e4m3 FP8 WMMA on gfx12 (D4R_NATIVE_FP8=1). Texture
  tails (enc0_tail, dec0_head) get gfx12 f16 and FP8 paths that match
  ZLUDA's gfx12 lowering.

- ZLUDA patch 0007: gfx12 WMMA helpers, optional native FP8 MMA
  (D4R_ZLUDA_WMMA_FP8_NATIVE), a layout override for testing, and an
  architecture argument for d4r_emit. Texture kernels are now compiled
  offline per target through d4r_emit (D4R_ZLUDA_EMIT) instead of on the
  local GPU.

- New d4r.ini option [Kernels] NativeFp8 (default on), wired through the
  shim and d4r_config.py. On gfx12 the bridge serves kernels/<arch>-fp8
  when it is on.

- The bridge picks the KFD GPU with the most SIMDs (so an iGPU is not
  chosen over a discrete GPU); D4R_GPU_ARCH overrides it.

- kernels/build.sh and package_release.sh build gfx1100-gfx1103 and
  gfx1200/gfx1201 (plus -fp8 variants), and D4R_BUNDLE_TEX takes
  per-target folders.

Performance (RDNA3; harness byte-identical unless noted)
- ZLUDA patch 0006: m16n8k8 f16 MMAs on WMMA (E; not bit-exact, 52-55 dB
  per layer, D4R_ZLUDA_WMMA_K8=0 disables it), per-key weight-image slots
  for native prep kernels (d4r_prep_key_at, d4r_prep_key_slots), and
  wave64 builds of MMA-free kernels (D4R_ZLUDA_WAVE64).

- M: packed FP8 encoding, conflict-free patch-merge reads, scalar weight
  loads in enc1, and weight prep once per weight set for the six enc3
  tube blocks.

- K: CU mode for the six non-wide pwin layers.

- Texture kernels: every DLSS flag variant is built natively (24 K output,
  8 M post, 4 M downsample, 4 M enc0), not only Townfall's; post and K
  output run as wave64.

- M direct output: rrlite_downsample_kernel writes the shim's output
  buffer; the shim's default direct-output presets are now 11,13.

Tools
- dump_runner takes the prep grid from d4r_prep_blocks and refuses
  texture/surface dumps.

- New pwin_check.py, swin_check.py, model_enc3.py and tail_check.hip.

Docs: README GPU table and RDNA4 notes, building (patches 0002-0007,
d4r_emit), native-kernels (RDNA4 section), performance (new numbers),
packaging README. Version 0.1.2.
2026-09-29 20:36:10 -04:00
Codex 1b5d4c9db7 Execute gfx1201 K enc1 and validate against numpy reference 2026-09-29 20:04:49 +03:00
Codex 6760294f60 Validate gfx1201 WMMA layout and compile first K kernel 2026-09-29 19:50:50 +03:00
Codex 64669c2c36 Initialize Windows NGX CUDA with HIP-backed NVAPI topology 2026-09-29 19:32:58 +03:00
Codex e95e061e81 Add native Windows gfx1201 HIP and ZLUDA diagnostics 2026-09-29 18:50:09 +03:00
ayo da263ecf75 Fix VRAM leak on quality changes and RGBA16 motion vectors; more games
- Shim: reuse VRAM interop buffers across features instead of freeing them;
  ROCm 7.2.x's hipExternalMemoryGetMappedBuffer retains its view twice, so
  freed buffers never released their memory (~130 MB per quality change)
- Bridge: close the exported fd after hipImportExternalMemory
- Shim: accept R16G16B16A16_TYPELESS motion vectors and convert 4-channel
  motion vectors to RG16F on the GPU, keeping VRAM interop (Dying Light:
  The Beast rendered black)
- Harness: D4R_HARNESS_RECREATE=N quality-change cycles,
  D4R_HARNESS_MV_RGBA16=1 motion vector format
- Supported games: TLOU, Control, Cyberpunk 2077, Rift Apart, HZD Remastered,
  Subnautica 2, Alan Wake 2, Silent Hill 2, Dying Light: The Beast; general notes
- README: GPU support section (native kernels only for gfx1101); ignore videos/
2026-09-28 01:26:51 -04:00
ayo 1952452830 Bundle the ROCm 7.2.4 runtime in the release zip 2026-09-27 18:59:07 -04:00
ayo bc31abdd50 Fix reflection lag from RGBA exposure 2026-09-27 18:31:42 -04:00
ayo db51da64ec supported games 2026-09-27 17:49:42 -04:00
ayo 508312ebf9 moved
Added a demo video link for DLSS Ultra Performance and removed duplicate mention.
2026-09-27 17:23:31 -04:00
ayo 818dd8bf42 Fix 8-bit DLSS VRAM interop 2026-09-27 17:22:04 -04:00
ayo bcc1fa6560 just link for demo 2026-09-27 17:01:03 -04:00
ayo 17c2c83723 Show DLSS demo preview in GitHub README 2026-09-27 16:55:46 -04:00
ayo 629bc35e9d ZLUDA: read null texture objects as zero (fixes Ghost of Tsushima GPU fault) 2026-09-27 16:53:22 -04:00
ayo b36b6d21c4 readme 2026-09-27 16:20:39 -04:00
ayo 118173ecd7 d4r: official NVIDIA DLSS on AMD GPUs under Linux and Proton 2026-09-27 15:26:56 -04:00