# Experimental Windows RDNA3 / RDNA4 coverage The shim, diagnostics, native K/M kernels and game installer accept the targets below, with one package per actual ISA. **Only RX 9070 XT has physical validation here.** All other targets are experimental and compile-tested; working DLSS, interop and performance on them remain unverified. | Family | Target | Examples / scope | | --- | --- | --- | | RDNA3 | gfx1100 | RX 7900 family; same-target workstation GPUs | | RDNA3 | gfx1101 | RX 7700 / 7700 XT / 7800 XT; same-target mobile/workstation GPUs | | RDNA3 | gfx1102 | RX 7600 / 7600 XT; same-target mobile/workstation GPUs | | RDNA3 | gfx1103 | RDNA3 integrated graphics | | RDNA3.5 | gfx1150, gfx1151, gfx1152, gfx1153, gfx1154 | Corresponding integrated graphics targets | | RDNA4 | gfx1200 | RX 9060 / 9060 XT; same-target GPUs | | RDNA4 | gfx1201 | RX 9070 / 9070 XT / 9070 GRE; same-target GPUs | Names and IDs follow [LLVM processors](https://llvm.org/docs/AMDGPUUsage.html#processors) and [ELF ABI](https://llvm.org/docs/AMDGPUUsage.html#amdgpu-elf-header-e-flags). `tools/windows/gpu-targets.json` supplies CMake-generated C++, PowerShell and the private texture builder. Selection uses HIP's real `gcnArchName` and the D3D12 adapter LUID, including systems with several GPUs sharing a target. Marketing names do not control eligibility. All listed RDNA3/RDNA3.5/RDNA4 targets with existing gfx11/gfx12 WMMA contracts are included. TBD RDNA4m gfx1170..gfx1172 and gfx12.5 gfx1250/gfx1251 are different ISA groups and excluded. Unknown future targets need explicit review. Check [AMD's Windows matrix](https://rocm.docs.amd.com/projects/radeon-ryzen/en/latest/docs/compatibility/compatibilityrad/windows/windows_compatibility.html) for driver/runtime eligibility. Compiler support cannot supply missing Windows driver support or external-memory APIs, especially on APUs. ## Installation and diagnostics Use the actual target's archive: **gfx1200 for RX 9060 XT**, for example. Metadata, host target and every ELF target must agree. Runtime/scripts reject mixed targets and never rename targets, rewrite ELF IDs or set `HSA_OVERRIDE_GFX_VERSION`. Legacy metadata-free packages remain gfx1201 only. Before changing game files, `windows-game.ps1` now runs a read-only HIP inventory and checks the target and wave32. Inventory allocates no GPU buffers and runs no kernels; success is discovery, not validation. Failure prints one ZIP containing stdout/stderr, exit code, runtime/DLL and driver details. A local `d3d12.dll` identifying itself as vkd3d/Wine is rejected before install. Restore the game's native D3D12 installation; the script never loads or removes that proxy itself. Begin synchronously on an untested GPU: ```powershell .\windows-game.ps1 -GameExe "D:\Games\Example\Game.exe" -NgxCore "C:\LocalDLLs\_nvngx.dll" -DlssDll "C:\LocalDLLs\nvngx_dlss.dll" -Preset 11 -ValidateOutput -CaptureExceptions ``` The local DLLs must match the documented NGX version and DLSS 310.9.1 SHA256 in `package.json`. NVIDIA DLLs are never distributed. Retain the printed ZIP on failure. Async K and performance are subsequent gates; gfx1201-specific FP8, arithmetic and tuning experiments remain separate. ## Issue #10 review, 2026-10-02 Reviewed [comment 5952822115](https://github.com/countervolts/d4r/issues/10#issuecomment-5952822115), including all 32 attached text logs from eight attempts. HIP discovers **RX 9060 XT / gfx1200** successfully. Every attempt fails with the old shim's **"No selected gfx1201 device"** rejection; OptiScaler reports `support=false` / `BAD00002`. None reaches `D4R_RUNTIME` initialization or native transformer execution. These logs do not demonstrate a K/M kernel crash. Use the gfx1200 package instead of overriding architecture. Three attempts also load vkd3d-proton 3.1.0 from a local D3D12 proxy, outside this Windows backend. The new packages/preflight address the identified failures. They do not prove those games work on RX 9060 XT; a new native-D3D12 run on that GPU is required. Raw community logs and personal directory paths stay local. ## Build Prepare dependencies following `windows-rdna4-port.md`. Default: gfx1201. Select another target explicitly and keep separate directories: ```powershell $arch = 'gfx1101' # for example RX 7800 XT $diag = "$PWD\dist\windows-$arch-diagnostics" .\scripts\windows\build-windows-rdna4.ps1 -RuntimeProfile therock -GpuArch $arch -ZludaRoot "$PWD\dist\zluda-windows-final" -BuildDirectory "$PWD\build\windows-$arch" -InstallDirectory $diag .\scripts\windows\stage-native-k.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -PackageRoot $diag .\scripts\windows\stage-native-m.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -PackageRoot $diag .\scripts\windows\package-windows-game.ps1 -DiagnosticRoot $diag -GpuArch $arch -PackageRoot "$PWD\dist\windows-$arch-game" -ArchivePath "$PWD\dist\windows-$arch-game.zip" ``` Rebuild diagnostics for the new inventory executable. The package keeps strict K FP16 and M FP16-equivalent baselines; native M FP8 remains disabled. CMake: `-DD4R_GPU_ARCH=gfx1101`. Some source/executable names retain gfx1201/gfx12 for compatibility; actual targets follow the selected architecture. One command compiles all eleven targets without GPU workloads: ```powershell .\scripts\windows\build-windows-gpu-matrix.ps1 -ZludaRoot "$PWD\dist\zluda-windows-final" ``` Add `-PackageGames -DlssDll "$PWD\nvngx_dlss.dll" -ArchiveDirectory "$PWD\dist\windows-gpu-archives"` to stage/archive all packages after committing source and preparing OptiScaler. Use `-GpuArchitectures gfx1100,gfx1101,gfx1102,gfx1200,gfx1201` for a subset. Per-target logs and `matrix-build.json` distinguish compilation from execution. The supplied DLL generates manifests locally and is never copied into archives. ## Fork adaptation Reviewed [realdody's branch](https://github.com/realdody/d4r/tree/windows-rdna3) at `ae530b0f53ed5c0bb87558dd7c20f619e014e4fd` and the newer [`1897b4a` correction](https://github.com/realdody/d4r/commit/1897b4afa79832bd879234cfb37e7c1468db5cde). Earlier MSVC binary16 and generated `BOOL` fixes remain. The earlier forced gfx12 fragment layout is not used. The newer fork reports Windows gfx1101 `permlanex16` returning its own lane, duplicating even K values into odd slots. This port adapts that finding into `kernels/common/wave32_exchange.h`: a Windows/gfx11-only per-wave LDS exchange, with native gfx11 layout, generic x/y/z indexing, 2 KiB scratch (512 threads maximum), volatile accesses and wave fences/barriers protecting scratch reuse. It covers K/M fragment conversions and other K half-wave exchanges. gfx12 and Linux keep the original instruction path. The raw gfx11 probe uses its actual intrinsic/layout, without a forced gfx12 shim. The fork reports RX 7800 XT enc1/enc2 identity/nonzero/reference checks. Those are **the author's results**, not validation of this adaptation or full K/M here. LDS exchange, full network, translated CUDA, accuracy, interop and speed still need physical gfx11 testing. Credit: realdody . ## Results and next hardware gate All eleven targets compile the complete MinGW host build and 19 device objects with TheRock `10.2.0a20260929`, HIP `7.17.26386`, Clang 24. Software target contracts inspect actual ELF objects without other-target GPU launches. RX 9070 XT passes all 20 CTest gates after these changes. K/M full-frame and package checks are recorded in `windows-rdna4-port.md`. Local logs are in `build/windows-gpu-coverage` and `test-results/windows-gpu-coverage`. The first hardware gate on another GPU needs no NVIDIA DLL: ```powershell .\scripts\windows\test-windows-rdna4.ps1 -RuntimeProfile therock -PackageRoot "$PWD\dist\windows-gfx1101-diagnostics" -ZludaRoot "$PWD\dist\zluda-windows-final" ``` Success requires exit 0, correct actual target, exact HIP/PTX/WMMA/pixel checks and stable interop lifetime. Failure prints one ZIP. Full K/M reference, temporal, DLSS and game validation remain subsequent gates.