exposure_f.comp ran NGX's auto exposure in two passes: the 16x16 blocks wrote
their fixed-point luma sums, then a single workgroup added them after a
barrier and finished (11 us of a 25 us stage). PASS 2 does what NVIDIA's
kernel does: each block adds its sum to a 64-bit total with an atomic add
and counts itself in with an acquire-release add; the last block reads the
total, finishes and leaves both words zero for the next frame. The total is
an integer, the same in any order, so the exposure image and the values are
the two passes' bit for bit. compile_rr2.py builds exposure_f2.spv next to
the two passes' shaders (the block sum and the finish are shared functions
now; their arithmetic is unchanged).
64-bit buffer atomics are a device feature (shaderBufferInt64Atomics), so
RModel takes whether the device has it enabled (default no) and preset F
uses the one pass only then and only with a model that has exposure_f2.spv;
otherwise the two passes as before. vkd3d-proton creates its device with
every feature the GPU reports except a list it turns off, which does not
include this one (it backs D3D12's 64-bit atomics with it); the shim reads
the device's features through the interop interface (GetDeviceFeatures) and
logs the result. d4r-rr enables every feature the GPU has, and
D4R_RR_TEST_NO_INT64_ATOMICS=1 turns this one off to run the two passes.
Ray Reconstruction never runs on the native Vulkan frontend's device.
Every image of every frame byte-identical to the previous build (1280x720
-> 1440p, 1114x626 -> 1080p, 960x540 -> 1080p, the stress inputs, with
D4R_RR_TEST_ROBUST2=1, at levels 0 and 3, with D4R_RR2_SPLIT=1), and so is
the two-pass fallback of the new build; presets D and E unchanged. Controls:
the last block finishing with twice the total changes 64 of the 90 images of
the 1280x720 sequence (and nothing under the fallback), finishing without
its own block's sum 58 of 90.
RX 9070 XT, d4r-rr 720p -> 1440p, interleaved: exposure 25.2 -> 14.9 us,
frame 3.536 -> 3.526 ms (the fallback 25.1 us).
Signed-off-by: itchyfeetleech <[email protected]>
- the weights go into the command buffer with vkCmdUpdateBuffer (recordContents); the host-visible staging
copies are gone, and the host copies are dropped once recorded
- an engine's own output image is created only for frames that do not write the caller's texture
(K, M, RR D/E, RR F), cleared on first use
- preset F: the tile slots share the arena with the network's regions, and the gather records' rows fill the
gaps between encoder 0's regions (rr.txt "s3", six words on enc0's block; D4R_ENGINE_RR_ARENA keeps the
old separate layout for arena dumps)
- the shim reserves the render size the feature was created with for the M/L Vulkan network instead of the
output size; a frame beyond it goes to a second, output-sized engine (1.1 GB less for M, 1.4 for L at
1280x720 -> 4K); replay_m gains D4R_M_CAPACITY
Every reference capture still byte-identical; through the shim the harness process peaks 159 MiB lower.
- engine/compile_rr2.py, runtime_rr2.inc, engine/rr/rr2_m.comp, exposure_f.comp,
gen_rr2_enc0.py, rr2_pack.py, rr2_ref.py: the rr2_* model (nvngx_dlssd.dll 310.9's
third network) as d4r's own shaders - exposure, enc0 gather/block split, enc1-5 and
dec4-0 through one matrix shader, translated output passes; weights packed from the
DLL, argument blocks from the capture
- ptx2rr: match the driver's fused roundings - opaque-zero OR around cvt.rn.f16.f32
against v_fma_mix, half-away-from-zero formatted stores, UNORM 10:10:10:2 as RGBA32F
of q/1023, OCML tanhF with the AMDGPU exp lowering, binary16 fma and fetch roundings;
--probe for register bisection against ZLUDA
- dec0_m/swin_m/enc0_*: RR_MIX build option (D4R_RR_MIX=1), one v_fma_mix rounding per
32-deep step, ~5% faster, not bit-exact; default build stays exact
- runtime_rr.inc: RModel/REngine dispatch to the D4RR0002 model; replay_rr: RGBA32F and
A2B10G10R1010 texel sizes, roughnessPacked bit, larger debug staging
- shim: engine\rr-f model slot, 310.9 version probe so preset F is only claimed when the
CUDA path has it; d4r.ini / d4r_config.py Model = F; run_rr_engine_compare.sh D4R_RR_DLL
- kernels/rr/swin_native.h + rr_swin_native_test.cpp: HIP port of encoder 1 for the
FP8-product and rounding cost measurements
- engine/rr/README: preset F's block, options, capture-by-capture results, timings and
the open camera-matrix difference
- GameFrameR/RFrameImages: DLSSD.ScreenSpaceSubsurfaceScatteringGuide (arg 264)
and DLSSD.ColorBeforeParticles (output stage, texture 416 with its own history
pair 384/392, zero-initialised on first use); guides array 6 -> 8
- DLSS.Use.HW.Depth: byte 980 and output byte 443 bit 24 (Cyberpunk passes the
nonlinear depth buffer); replay's 'inverted' field becomes a bitmask
- shim: bind the two new resources, read the HW-depth flag, and accept every
preset hint except E's 5 by mapping it to D's diamond_wallaby kernels
(harness captures show 0x80000002/0x80000005 run preset D)
- harness: D4R_HARNESS_RR_EXTRA=particles,sss and D4R_HARNESS_RR_HW_DEPTH=1
- ptx2rr: out-of-range integer fetches return zero, matching ZLUDA's behaviour
(the reference the stages are checked against)
- engine/rr/README: the capture findings behind the offsets
- engine/rr: d4r's own shaders for the denoiser frame (exposure, six encoders,
five decoders, hkpn output stage) at NGX layouts, plus PTX->GLSL/HIP packing
scripts, reference implementations and weight extraction
- runtime.h/runtime_rr.inc, game_rr.{h,cpp}: GameDenoiser wired into the engine
build (d4r-rr replay binary) and the D3D12 shim's feature-13 path
- shim: answer GetFeatureRequirements from d4r's own state only (the old
cross-binary CUDA handoff crashed OptiScaler's scan); drop the core's
CUDA GetFeatureRequirements import
- shim/harness: exact guide capture/replay of a frame's RR inputs
- kernels/rr: expanded enc0/engine prototypes; kernels/tools: ptxsim rewrite
plus rrsim and an engine test; vulkan: ptx2glsl FP8/cooperative-matrix
support, kvk inout buffers and KVK_DISABLE_OPTIMIZATION
- bridge: report the surface array in cuSurfObjectCreate traces
- packaging: RR settings and the ICU launch overrides in D4R_README