Add a native D3D12 FSR Ray Regeneration route for gfx1200/gfx1201,
using the game's device and queue with embedded HLSL guide preparation
and output composition. Preserve the vkd3d compatibility route for
RDNA3 and expose explicit route overrides and diagnostics.
Improve Windows runtime compatibility:
- Retry rejected application-ID initialization with a project identity.
- Defer expensive RR backend creation until feature creation.
- Recover from transient submission failures without disabling later frames.
- Add shared-buffer export fallbacks through explicit heaps and a private
device on the same adapter.
- Safely evict old RR descriptor sets when input views change.
- Treat requested RR presets as hints when a configured model is available.
- Expand SR/RR input formats and handle diffuse/specular hit distances,
packed normals, depth-stencil resources, and unused FSR guides.
Reduce SR overhead by batching output downloads and format conversion
under one completion wait. Optimize strict M enc2/tube attention with
bounded FP32 accumulation and the original FP64 fallback for ambiguous
rounding cases.
Extend RDNA4 tooling with gfx1200/gfx1201 native FP8 RR model builds,
capability checks, architecture-aware deployment, and experimental K/M
kernel paths. Require matching model and runtime arithmetic families.
Add optional embedded FSR shader optimizations keyed by shader hash and
exact original SPIR-V contents. Preserve reflected metadata and record
optimizer provenance, artifact hashes, and cache identity.
Simplify Windows installation with automatic backend dependency downloads,
download progress and ETA, backed-up absolute OptiScaler library paths,
and recovery from interrupted RR model builds.
Add build-kernels.bat and a kernels-only build matrix for all eleven
registered RDNA targets, with code-object target validation and SHA256
manifests. Expand conversion probes, numerical stress tests, temporal
benchmark tooling, installer/deployment tests, and setup documentation.
Document synthetic regression and timing results, experimental build
options, and remaining RDNA4 hardware validation requirements.
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.
- Set Disable.Watermark on the game path (the Linux shim already does);
[DLSS] ShowWatermark = true keeps NVIDIA's stamp.
- Always write d4r\d4r_nvngx.log in player mode. It was skipped when the
launcher gave the game a valid stderr pipe, e.g. Steam.
- Accept NVIDIA's 310.7.0 + _nvngx 32.0.15.9636 as "less tested" pins.
Native kernels are still gated by PTX identity, so a different DLL
falls back to translated kernels.
- Add d4r-check.ps1 (ok/MISSING/note lines with a fix for each; -Report
writes a bug-report ZIP) with 15 fixture tests.
- package-windows-release.ps1: -Architectures subset, ships the check
script, GPU registry and one GPU-query tool.
- Add a shorter WINDOWS_README.txt; trim README's Windows section and
merge in the RX 9060 XT / distributor-DLL notes.
- Diagnostic probe accepts preset 12 (L).
Tested on RX 7700 XT without a game: loader and shim start-up, K and M
synthetic NGX frames with both DLL pairs (finite output, native kernels
used). Not tested in a game.
- 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
- 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#5Fixes#8
Refs #7
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.
- 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/