Commit Graph
22 Commits
Author SHA1 Message Date
xdfnx-dev 3d5f42865f Backport gfx1154 support into ZLUDA's Windows LLVM compiler
Adapt official LLVM 7a0829e41228 to the pinned LLVM 22 parser and ELF structures. Apply and audit the complete source delta before building, export its provenance, and package the source patch. Add 33 offline public PTX compilation checks across all eleven GPU targets without hardware execution. Preserve strict arithmetic and document RX9070XT K/M regressions.
2026-10-02 17:45:41 +03:00
xdfnx-dev 96650ed29d Add private WGP output validation and record measured K experiments 2026-10-02 15:03:32 +03:00
xdfnx-dev 973eb5ecd2 Batch Windows DLSS GPU inputs and add deferred kernel diagnostics 2026-10-02 12:06:15 +03:00
Codex 541c9838f7 Merge upstream lifecycle fixes into native Windows RDNA4 port 2026-10-02 10:11:10 +03:00
Codex 0b471be024 Queue native Windows DLSS asynchronously and drain feature consumers 2026-10-02 10:00:26 +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 d556747bad Merge upstream accuracy mode and artifact fixes into Windows RDNA4 2026-10-01 18:37:14 +03:00
Codex 40d9a55e10 Remove game log backpressure and measure Windows K/M kernels 2026-10-01 18:37:14 +03:00
Codex 5d33bddcd0 Fix game startup resource lifetime and D32S8 depth-plane interop 2026-10-01 17:27:06 +03:00
Codex 19d859e43d Capture pre-NGX command signatures through early OptiScaler device discovery 2026-10-01 16:48:12 +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
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 b8d801ae4c Correct M attention precision and validate every temporal transformer block 2026-09-30 21:30:05 +03:00
Codex e15f6a73a6 Run native Windows D3D12 DLSS K and M through shared VRAM 2026-09-30 20:22:03 +03:00
Codex 2db93adb1a Validate native Windows M against real PTX and correct patch-merge bounds 2026-09-30 19:01:18 +03:00
Codex 5592b7a921 Execute native Windows K DLSS and validate real transformer weights 2026-09-30 18:23:01 +03:00
Codex 3c28a82e34 Build patched Windows ZLUDA and execute native NGX DLSS diagnostics 2026-09-30 16:35:30 +03:00
Codex 64472e5a61 Merge upstream RDNA4 layouts and validate native Windows K integration 2026-09-30 14:54:38 +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 239a644270 Validate native D3D12 HIP interop and isolate Windows mapped-view leak 2026-09-29 19:13:20 +03:00
ayo 629bc35e9d ZLUDA: read null texture objects as zero (fixes Ghost of Tsushima GPU fault) 2026-09-27 16:53:22 -04:00
ayo 118173ecd7 d4r: official NVIDIA DLSS on AMD GPUs under Linux and Proton 2026-09-27 15:26:56 -04:00