Commit Graph
16 Commits
Author SHA1 Message Date
ayo 247fe1092d Advance native Windows RR integration, kernel tooling and local packaging
Implement native NGX feature-13 RR through a LUID-matched D3D12/Vulkan
shared-memory and timeline-fence bridge. Add owned parameter snapshots,
GPU resource lifetime handling, inherited/enhanced barriers, optional
guides, sampled input formats and depth-plane support with stencil
preservation. Separate RR initialization from the SR CUDA runtime and
expose explicit backend/model selection through player configuration.

Add synthetic bridge, snapshot and NGX lifecycle harnesses covering
camera/history/reset, parameter mutation, delayed submission, early
release, capability gating and unsupported-input rejection.

Add exact gfx11 D/E model generation, verified caches, versioned local
deployment with configuration backups, and isolated portable model
tools with pinned Python, NumPy and glslang dependencies.

Extend Windows K benchmarking and private native-cache selection.
Fix LLVM 22 emitter/helper compatibility and preserve exact-output
validation for local output-kernel optimization.

Add native FSR RR provider diagnostics, local development package
refresh tooling, installer/checker updates, FidelityFX headers and
Windows parity documentation.

Keep NVIDIA binaries, derived models and private optimized kernels out
of distributable packages. Native RR evidence remains synthetic;
game validation, FSR RR dispatch, installer integration and Linux
performance parity remain incomplete.
2026-10-16 12:53:26 -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 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
ayo 65ab1460a8 Windows: drag-in install with a per-game d4r.ini
Players extract one ZIP into the game folder, copy their two NVIDIA
DLLs, and start the game from Steam, Epic or a shortcut. No launcher
script is needed; settings live in d4r\d4r.ini.

- Shim player mode: when the launcher has not set D4R_HIP_ROOT and
  d4r.ini sits beside the shim, derive the backend environment from it.
  Codegen flags stay at the Windows-validated values. NVIDIA DLLs must
  match an exact SHA256 in dll-pins.txt, with "you have X, you need Y"
  errors. Rejects a vkd3d/Wine d3d12.dll and code objects built for
  another GPU. [DLSS] Model accepts K or M and is applied by rewriting
  the render preset hints.

- d4r.ini exposes only options that exist on Windows: Model, AsyncInterop,
  ValidateOutput, Log, CacheDir. Invalid values fall back with a note in
  d4r_nvngx.log.

- d4r_nvngx_loader: one _nvngx.dll for all GPUs. It matches the game's
  adapter by LUID and loads _nvngx_<arch>.dll from the same folder.

- OptiScaler patch 0006: relative NvngxPath/NvngxDlssPath/
  NvngxFeaturePath resolve against OptiScaler's folder.

- package-windows-release.ps1 builds the release from the per-target
  game packages and refuses mixed targets or differing shared runtimes.

- Tests: test-player-config.ps1 (ini and DLL-pin decisions, loader
  selection on the local GPU) and test-windows-release-package.ps1.
2026-10-03 03:10:19 -04:00
xdfnx-dev 17121ccbf6 Fix Windows numeric NGX feature discovery and quick-test launches 2026-10-02 23:36:02 +03:00
xdfnx-devandrealdody 3fa963fd1b Enable experimental native Windows RDNA3 and RDNA4 targets
Share explicit target metadata across build/runtime/package guards, preserve native gfx11 WMMA with a Windows LDS lane exchange, select HIP devices by D3D12 LUID, and reject wrong-target/vkd3d installations before changing game files. Review all issue #10 logs and document compile-only coverage plus RX9070XT regressions.

Co-authored-by: realdody <[email protected]>
2026-10-02 17:10:42 +03:00
xdfnx-devandrealdody 98de8e3a3e Build native Windows packages for both RDNA4 targets
Add explicit gfx1200/gfx1201 builds, runtime selection and per-target
code objects. Guard staging, packaging and installation against mixed
architectures; retain gfx1201 compatibility and strict K/M arithmetic.

Adapt realdody's target configuration and MSVC binary16/BOOL portability
fixes from ae530b0. Do not import its forced gfx12 layout on RDNA3.
Add exhaustive binary16 and C++/PowerShell target contract regressions.

Validation: 20 CTest gates on RX 9070 XT; four software-only gfx1200 gates;
MSVC portability compile checks; exact 4K K async and M control outputs;
isolated package install/restore and mixed-target rejection tests.
No physical gfx1200 validation is claimed.

Co-authored-by: realdody <[email protected]>
2026-10-02 16:18:18 +03:00
Codex 0b471be024 Queue native Windows DLSS asynchronously and drain feature consumers 2026-10-02 10:00:26 +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 e4c1c87b66 Resolve texture states in queue order across DLSS command lists 2026-10-01 16:41:52 +03:00
Codex 27d6a1230a Forward Windows NGX project identity and validate frontend native network use 2026-10-01 15:45:55 +03:00
Codex 6ddf740877 Preserve initial PSO and enhanced texture layouts in Windows interop 2026-10-01 15:04:58 +03:00
Codex 63607298ea Execute Windows DLSS K and M at recorded D3D12 command-list boundaries 2026-09-30 22:21:06 +03:00
Codex e15f6a73a6 Run native Windows D3D12 DLSS K and M through shared VRAM 2026-09-30 20:22:03 +03:00