- Add native preset K kernels for gfx1030–gfx1036 using software matrix
products, with fast and accuracy builds and RDNA2 motion kernels.
- Follow OptiScaler's DLSS and RR preset overrides, sanitize unsupported
values and select the preset matching the feature's quality mode.
- Enable FSR 4 under NVIDIA GPU spoofing by exposing real AMD PCI IDs
to OptiScaler and FidelityFX modules; bundle AMD's loader and upscaler.
- Keep K on native kernels in engine auto mode unless HIP is selected,
and fall back to CUDA for M/L when shader_float8 is unavailable.
- Add native-engine K GPU timings, preset recreation harness controls
and regression coverage; fix the input-wait test's glibc name clash.
- Update configuration, installer guidance and release documentation,
simplify the README and move gameplay videos to docs/videos.md.
RDNA2 kernels remain untested on RDNA2 hardware; software matrix
arithmetic was validated against WMMA on RDNA3.
ask() takes the default on Enter or EOF, ignores whitespace, accepts any answer starting with y or n and
re-asks otherwise. Without a terminal (or with --yes) DO_ENGINE defaults to building the models.
RELEASE_NOTES.md: the install.sh engine setup, [Engine] Enabled = auto, and the FSR Ray Regeneration backend
that this build does not carry.
The ten network layer dispatches only need dispatch serialization, not a
global memoryBarrier flush: each layer's cross-block traffic goes through
its own buffers, already published by the preceding stage's flush. An
empty compute->compute pipeline barrier keeps the ordering and removes
the flush cost: whole-frame median 2515.0 -> 2431.7 us at Balanced
(1488x837 -> 2560x1440), 3818.9 -> 3773.3 at Quality, 1892.6 -> 1810.6
at Performance, byte-identical to the captured launches (chain test
10/10 layers 100.0%, frame test inf dB, 8- and 16-frame outputs match).
Also documents this session's discarded probes (intra-frame barrier
relaxation, colSum subgroup shuffle, downsample BLOCK_Y 32, expansion
EO stride 24, cross-frame pipelining analysis, the NO_ROUND 7.0%
rounding-free ceiling) and adds the round_half.glsl include guard.
Add an optional D4R_INSTALL_MODE=asi release (d4r-<version>-asi.zip)
holding only d4r.asi and a companion d4r/ folder, to drop into an
existing OptiScaler plugin directory.
- Shim: export InitializeASI. It identifies OptiScaler by its PE export
name to find the active INI, then launches d4r-setup.exe out of
process (no GPU or network work under the loader lock). The .asi
build loads its runtime and config from the companion d4r/ folder.
- tools/d4r_asi_setup.cpp: native helper. It waits for the game to
exit, installs the D3D12 wrapper and the private d4r12core.dll beside
the EXE, and merges the NGX route into the loader's INI (including
GE-Proton's prefix-local INI) with backups. Unchanged launches do
nothing. It skips Proton helpers and background utilities and runs
setup for one plugin install at a time.
- scripts/private_d3d12_core.py: points vkd3d's d3d12.dll forwarder at
d4r12core.dll without moving code addresses.
- install.sh runs from inside the ASI's d4r/ as well as the proxy
release root. d4r-check.sh checks ASI installs (loader, plugin path,
LoadAsiPlugins, HookOriginalNvngxOnly, Wine drive paths).
- Packaging, build script, docs, ASI_README.txt and tests.
Run the signed CUDA-capable denoiser through feature 13 with independent D/E presets, pre-Init discovery, per-frame guide and camera snapshots, normalized integer guide staging, paired alpha output, and recorded-resource retirement.
Add the required ZLUDA/LLVM patch, behavioral configuration tests, GPU harness coverage, optional denoiser installation and packaging, and tested support limitations. Preserve upstream attribution and distinguish LLVM licensing from the ZLUDA portions of the patch.
scripts/check_redistributable.py refuses NVIDIA binaries (by name and
version resource), NGX SDK headers, PTX and code objects, PTX translations
(marked by ptx2glsl.py/condense.py) and the engine's model data in the
repository, and in each release variant (clean/installer/full) whatever
that variant does not contain. package_release.sh runs it before zipping;
scripts/git-hooks/pre-commit runs it locally.
Signed-off-by: woutermans <[email protected]>
A standalone Vulkan inference engine (engine/) for DLSS presets K and M that
runs from weights extracted from the user's own nvngx_dlss.dll, with d4r's
own input, network and reconstruction shaders or the native HIP network
layers, recorded into the game's command list by the shim. Opt-in
([Engine] Enabled / D4R_ENGINE=1); anything uncovered falls back to the
CUDA/ZLUDA path with the reason logged.
Byte-identical to NGX's CUDA backend under the phase-capable reference
(1706x960 -> 2560x1440, native HIP network, eleven frames, RX 9070 XT):
- K render- and display-resolution motion vectors, HDR and LDR
- K game-supplied exposure and automatic exposure with any pre-exposure
and exposure scale (one residual: effective exposure exactly 2 or 4)
- K and M with the DLSS indicator's inverted-axis parameters
- M with any exposure settings (NGX ignores them for M)
K packages need the current compile_k.py (marker D4RO0003).
Also: HIP shared buffers are pooled across feature recreation (ROCm leaks
destroyed imports), hipnet.bin must match the preset, M-only games do not
load the K model, install_d4r_runtime.sh stages k, k-ldr, m, m-ldr with
hip/, the activation table has a generator (gen_activation_m.py), and
package_release.sh can bundle the engine's shaders (never its weights).
Signed-off-by: woutermans <[email protected]>
- 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