Commit Graph
85 Commits
Author SHA1 Message Date
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 e9eec6d4e0 Convert native Windows D3D12 formats on gfx1201 with GPU validation 2026-10-01 14:48:42 +03:00
Codex 312c6bb50d Track Windows D3D12 indirect state and newer command interfaces 2026-10-01 14:15:01 +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 63607298ea Execute Windows DLSS K and M at recorded D3D12 command-list boundaries 2026-09-30 22:21:06 +03:00
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 a0c36a6d6f Validate all eleven native gfx1201 K layers with Windows replay 2026-09-30 16:55:41 +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
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.
v0.1.2
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 239a644270 Validate native D3D12 HIP interop and isolate Windows mapped-view leak 2026-09-29 19:13:20 +03:00
Codex e95e061e81 Add native Windows gfx1201 HIP and ZLUDA diagnostics 2026-09-29 18:50:09 +03:00
ayo f310d52b69 package folder changes 2026-09-28 01:34:53 -04:00
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/
v0.1.1
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 00cb497ede supported games 2026-09-27 17:49:42 -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.
v0.1.0
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 0edf1b138f release notes 2026-09-27 16:13:32 -04:00
ayo 118173ecd7 d4r: official NVIDIA DLSS on AMD GPUs under Linux and Proton 2026-09-27 15:26:56 -04:00