NVIDIA's enc1 and enc2 clamp the patch merge's result to ±2π (as f16) before
its e4m3 encoding (max.f16x2 / min.f16x2 with 0fC0C90FDB / 0f40C90FDB after the
merge's last MMA). The native layers did not, in either template or set:
merge_clamp (swin_common.h) now does, at the three sites that encode the merged
tokens (swin_block.h's e4m3-activation and f16 paths, swin_tok.h), and
swin_check.py's model clamps the same way.
Measured on an RX 9070 XT against a run with no native kernels (preset L,
accuracy set, the flags of Ghost of Tsushima, 1280x720 -> 3840x2160, one
frame): native enc1 alone 34 dB and enc2 alone 31 dB from the translated
kernels before, byte-identical after; the whole native set 28 -> 80 dB (the
rest is dec1, 0.09% of the output values). Preset M's fast set against
translated M: 30.8 -> 35.1 dB after 30 frames. The gfx11 path has the same
change and was not run on hardware.
The repo's tests pass (36, 3 skipped).
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.