Commit Graph
7 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
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 818dd8bf42 Fix 8-bit DLSS VRAM interop 2026-09-27 17:22:04 -04:00
ayo 118173ecd7 d4r: official NVIDIA DLSS on AMD GPUs under Linux and Proton 2026-09-27 15:26:56 -04:00