190 lines
11 KiB
Markdown
190 lines
11 KiB
Markdown
# Experimental Windows RDNA3 / RDNA4 coverage
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The shim, diagnostics, native K/M kernels and game installer accept the
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targets below, with one package per actual ISA. **Only RX 9070 XT has physical
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validation here.** Community RX 9060 XT / gfx1200 logs now show K/M backend
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execution in Cyberpunk and Dawnwalker with all required native layers and
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finite output. Visual issues remain reported and are not resolved by those
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checks. All other targets are experimental and compile-tested; their DLSS,
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interop and performance remain unverified.
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| Family | Target | Examples / scope |
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| --- | --- | --- |
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| RDNA3 | gfx1100 | RX 7900 family; same-target workstation GPUs |
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| RDNA3 | gfx1101 | RX 7700 / 7700 XT / 7800 XT; same-target mobile/workstation GPUs |
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| RDNA3 | gfx1102 | RX 7600 / 7600 XT; same-target mobile/workstation GPUs |
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| RDNA3 | gfx1103 | RDNA3 integrated graphics |
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| RDNA3.5 | gfx1150, gfx1151, gfx1152, gfx1153, gfx1154 | Corresponding integrated graphics targets |
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| RDNA4 | gfx1200 | RX 9060 / 9060 XT; same-target GPUs |
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| RDNA4 | gfx1201 | RX 9070 / 9070 XT / 9070 GRE; same-target GPUs |
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Names and IDs follow [LLVM processors](https://llvm.org/docs/AMDGPUUsage.html#processors)
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and [ELF ABI](https://llvm.org/docs/AMDGPUUsage.html#amdgpu-elf-header-e-flags).
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`tools/windows/gpu-targets.json` supplies CMake-generated C++, PowerShell and
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the private texture builder. Selection uses HIP's real `gcnArchName` and the
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D3D12 adapter LUID, including systems with several GPUs sharing a target.
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Marketing names do not control eligibility.
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All listed RDNA3/RDNA3.5/RDNA4 targets with existing gfx11/gfx12 WMMA contracts
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are included. TBD RDNA4m gfx1170..gfx1172 and gfx12.5 gfx1250/gfx1251 are
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different ISA groups and excluded. Unknown future targets need explicit review.
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Check [AMD's Windows matrix](https://rocm.docs.amd.com/projects/radeon-ryzen/en/latest/docs/compatibility/compatibilityrad/windows/windows_compatibility.html)
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for driver/runtime eligibility. Compiler support cannot supply missing Windows
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driver support or external-memory APIs, especially on APUs.
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## Installation and diagnostics
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Use the actual target's archive: **gfx1200 for RX 9060 XT**, for example.
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Metadata, host target and every ELF target must agree. Runtime/scripts reject
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mixed targets and never rename targets, rewrite ELF IDs or set
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`HSA_OVERRIDE_GFX_VERSION`. Legacy metadata-free packages remain gfx1201 only.
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Before changing game files, `windows-game.ps1` now runs a read-only HIP
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inventory and checks the target and wave32. Inventory allocates no GPU buffers
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and runs no kernels; success is discovery, not validation. Failure prints one
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ZIP containing stdout/stderr, exit code, runtime/DLL and driver details. A local
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`d3d12.dll` identifying itself as vkd3d/Wine is rejected before install. Restore
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the game's native D3D12 installation; the script never loads or removes that
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proxy itself. Begin synchronously on an untested GPU:
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```powershell
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.\windows-game.ps1 -GameExe "D:\Games\Example\Game.exe" -NgxCore "C:\LocalDLLs\_nvngx.dll" -DlssDll "C:\LocalDLLs\nvngx_dlss.dll" -Preset 11 -ValidateOutput -CaptureExceptions
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```
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The local DLLs must match the documented NGX version and DLSS 310.9.1 SHA256
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in `package.json`. NVIDIA DLLs are never distributed. Retain the printed ZIP
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on failure. Async K and performance are subsequent gates; gfx1201-specific
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FP8, arithmetic and tuning experiments remain separate.
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## Issue #10 review, 2026-10-02
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Reviewed [comment 5952822115](https://github.com/countervolts/d4r/issues/10#issuecomment-5952822115),
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including all 32 attached text logs from eight attempts. HIP discovers
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**RX 9060 XT / gfx1200** successfully. Every attempt fails with the old shim's
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**"No selected gfx1201 device"** rejection; OptiScaler reports `support=false`
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/ `BAD00002`. None reaches `D4R_RUNTIME` initialization or native transformer
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execution. These logs do not demonstrate a K/M kernel crash. Use the gfx1200
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package instead of overriding architecture. Three attempts also load
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vkd3d-proton 3.1.0 from a local D3D12 proxy, outside this Windows backend.
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The new packages/preflight address the identified failures. They do not prove
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those games work on RX 9060 XT; a new native-D3D12 run on that GPU is required.
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Raw community logs and personal directory paths stay local.
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## Community retest, 2026-10-03
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[Comment 5962444244](https://github.com/countervolts/d4r/issues/10#issuecomment-5962444244)
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uses the corrected `52d9872` package / `3d62b98` binaries on RX 9060 XT
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(`gfx1200`, 16 GB). Cyberpunk K/M complete 4,365 / 1,751 session frames;
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Dawnwalker K/M complete 6,713 / 1,690. Every frame has a finite-output GPU
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check, all required native layers execute and all four sessions exit normally.
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The logs record zero backend failures, previous-frame outputs and CPU image
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copies. This is community backend coverage, not a reference-image comparison:
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the tester reports texture/LOD and motion-related artifacts. All four runs use
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the HDR network input/output path, unlike the local Cyberpunk LDR validation.
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Spider-Man 2 crashes with `0xc0000005` before any completed DLSS frame;
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its nonstandard launch is not evidence of a transformer kernel failure.
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Assassin's Creed exits with zero frames and Streamline logs repeated internal
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minidumps; its clean process exit is still inconclusive. Their causes remain
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open without a stack trace. The Witcher 3 log in
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[comment 5962808629](https://github.com/countervolts/d4r/issues/10#issuecomment-5962808629)
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selects the gfx1200 d4r shim instead of the original NGX core (its SHA256
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matches the shipped shim exactly), and the installer correctly refuses
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before modifying the game. It does not establish a Witcher runtime failure.
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## Build
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Prepare dependencies following `windows-rdna4-port.md`. Default: gfx1201.
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Select another target explicitly and keep separate directories:
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```powershell
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$arch = 'gfx1101' # for example RX 7800 XT
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$diag = "$PWD\dist\windows-$arch-diagnostics"
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.\scripts\windows\build-windows-rdna4.ps1 -RuntimeProfile therock -GpuArch $arch -ZludaRoot "$PWD\dist\zluda-windows-final" -BuildDirectory "$PWD\build\windows-$arch" -InstallDirectory $diag
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.\scripts\windows\stage-native-k.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -PackageRoot $diag
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.\scripts\windows\stage-native-m.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -PackageRoot $diag
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.\scripts\windows\package-windows-game.ps1 -DiagnosticRoot $diag -GpuArch $arch -PackageRoot "$PWD\dist\windows-$arch-game" -ArchivePath "$PWD\dist\windows-$arch-game.zip"
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```
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Rebuild diagnostics for the new inventory executable. The package keeps strict
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K FP16 and M FP16-equivalent baselines; native M FP8 remains disabled. CMake:
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`-DD4R_GPU_ARCH=gfx1101`. Some source/executable names retain gfx1201/gfx12 for
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compatibility; actual targets follow the selected architecture.
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One command compiles all eleven targets without GPU workloads:
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```powershell
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.\scripts\windows\build-windows-gpu-matrix.ps1 -ZludaRoot "$PWD\dist\zluda-windows-final"
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```
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Add `-PackageGames -DlssDll "$PWD\nvngx_dlss.dll" -ArchiveDirectory "$PWD\dist\windows-gpu-archives"`
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to stage/archive all packages after committing source and preparing OptiScaler.
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Use `-GpuArchitectures gfx1100,gfx1101,gfx1102,gfx1200,gfx1201` for a subset.
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Per-target logs and `matrix-build.json` distinguish compilation from execution.
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The supplied DLL generates manifests locally and is never copied into archives.
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Rebuild LLVM/ZLUDA when updating from an older package: the old LLVM 22 backend
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does not recognize gfx1154 even though Clang 24 compiles native objects for it.
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`build-zluda-llvm.ps1` now applies the source backport in `patches/zluda-llvm`
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automatically; relink with `build-zluda-windows.ps1` afterward. Compiler base
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and patch hashes are recorded in the ZLUDA build metadata and included in game
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packages. The expected patched LLVM submodule appears modified in its parent
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checkout; its complete source delta is exported, not a binary target override.
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For a compilation gate requiring neither a GPU nor NVIDIA DLLs, run:
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```powershell
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.\scripts\windows\test-zluda-target-compilation.ps1 -ZludaRoot "$PWD\dist\zluda-windows-final"
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```
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All 33 public PTX compilations pass for the eleven targets: Driver API pattern,
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FP16 MMA strict reference and explicit WMMA modes, with correct ELF targets
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and wave32. The gfx12 strict F16 reference intentionally retains its existing
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double-precision helper; the separate WMMA mode checks code generation only.
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It does not enable relaxed arithmetic in game packages or validate numerical
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results on other GPUs. The original gfx1154 compiler abort is preserved locally
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in `build/llvm-gfx1154/before.log`; the regression results are in
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`test-results/windows-gpu-coverage/zluda-offline`.
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## Fork adaptation
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Reviewed [realdody's branch](https://github.com/realdody/d4r/tree/windows-rdna3)
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at `ae530b0f53ed5c0bb87558dd7c20f619e014e4fd` and the newer
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[`1897b4a` correction](https://github.com/realdody/d4r/commit/1897b4afa79832bd879234cfb37e7c1468db5cde).
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Earlier MSVC binary16 and generated `BOOL` fixes remain. The earlier forced
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gfx12 fragment layout is not used.
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The newer fork reports Windows gfx1101 `permlanex16` returning its own lane,
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duplicating even K values into odd slots. This port adapts that finding into
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`kernels/common/wave32_exchange.h`: a Windows/gfx11-only per-wave LDS exchange,
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with native gfx11 layout, generic x/y/z indexing, 2 KiB scratch (512 threads
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maximum), volatile accesses and wave fences/barriers protecting scratch reuse.
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It covers K/M fragment conversions and other K half-wave exchanges. gfx12 and
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Linux keep the original instruction path. The raw gfx11 probe uses its actual
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intrinsic/layout, without a forced gfx12 shim.
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The fork reports RX 7800 XT enc1/enc2 identity/nonzero/reference checks. Those
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are **the author's results**, not validation of this adaptation or full K/M
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here. LDS exchange, full network, translated CUDA, accuracy, interop and speed
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still need physical gfx11 testing. Credit: realdody <dodobozicek@gmail.com>.
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## Results and next hardware gate
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All eleven targets compile the complete MinGW host build and 19 device objects
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with TheRock `10.2.0a20260929`, HIP `7.17.26386`, Clang 24. Software target
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contracts inspect actual ELF objects without other-target GPU launches.
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RX 9070 XT passes all 20 CTest gates after these changes. K/M full-frame and
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package checks are recorded in `windows-rdna4-port.md`. Local logs are in
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`build/windows-gpu-coverage` and `test-results/windows-gpu-coverage`.
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The first hardware gate on another GPU needs no NVIDIA DLL:
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```powershell
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.\scripts\windows\test-windows-rdna4.ps1 -RuntimeProfile therock -PackageRoot "$PWD\dist\windows-gfx1101-diagnostics" -ZludaRoot "$PWD\dist\zluda-windows-final"
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```
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Success requires exit 0, correct actual target, exact HIP/PTX/WMMA/pixel checks
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and stable interop lifetime. Failure prints one ZIP. Full K/M reference,
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temporal, DLSS and game validation remain subsequent gates.
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