Files
ayo a617c818de TL;DR: Add an experimental FSR Ray Regeneration backend on Windows, run the K
network natively on HIP with Vulkan->HIP shared memory, extend K kernels to
gfx11 (RDNA3), and add dependency/packaging/test tooling around them.

Windows: FSR RR backend, native HIP K runner, gfx11 K kernels, tooling

FSR Ray Regeneration (experimental)
- Add fsr_rr_backend.{h,cpp}, fsr_rr_passes.h and the fsr_rr/ prepare and
  compose compute shaders. They run AMD's FidelityFX denoiser
  (amd_fidelityfx_denoiser_dx12.dll, SDK 2.3, not bundled) on a private
  vkd3d-proton device.
- Add the amdxc64 shim (tools/windows/amdxc64_shim) and two vkd3d-proton
  patches for libcxx includes. AMD's amdxc64.dll is never loaded.
- d4r_nvngx_windows: RrFeature now selects between the native DLSS RR
  backend and the FSR backend (D4R_RR_BACKEND=fsr). After the denoiser it
  runs an internal Super Sampling stage (feature 1) to upscale. If SR is
  unavailable and output != render size, the frame fails; it is never
  returned noisy.
- d4r.ini / player_config: new [RayReconstruction] FsrDenoiser,
  FsrStabilityBias (auto or >= 0) and FsrDetail (0-1), with validation, and
  matching D4R_FSR_* environment variables.
- Add the FSR RR fixture, output-check and ngx test scripts, and a shader
  compile script.

Native HIP K runner (Windows)
- CMake: add d4r_engine_k_hip (d4r-k-hip) plus separate volk/engine copies,
  because VK_USE_PLATFORM_WIN32_KHR changes volk's entry points.
- Share Vulkan memory with HIP via Win32 opaque handles on Windows
  (VK_KHR_external_memory_win32) and via fds on Linux. Handle types are now
  intptr_t, and the platform choice is in D4R_EXT_MEMORY_* macros.
- HipNetwork: add debugRepeatHashes and debugNodeMicros, exposed as
  D4R_HIP_REPEAT_CHECK, D4R_HIP_REPEAT_ALL and D4R_HIP_NODE_PROFILE in
  replay.cpp.
- replay.cpp: display-resolution-motion frames (FrameFlagDisplayMotion) no
  longer require near2rnd == out2rnd. Both values must still be in (0, 1].

K kernels on gfx11
- Allow position-token and enc1 tiling on __GFX11__ as well as gfx12.
- Add an opt-in ds_bpermute cross-half exchange
  (D4R_WINDOWS_GFX11_DS_EXCHANGE, enabled for K on Windows gfx11). M keeps
  its LDS path.
- Fix a block-barrier race in the position layer. Without POS_VSHARE a fast
  wave could overwrite its hb rows while a slower wave still read them for a
  later head, giving rare wrong results on gfx1101 (enc0 outputs differing
  between identical launches).

Packaging and install
- install.bat, d4r.ini, WINDOWS_README: FSR option, and
  install_dependencies.py to install pinned NVIDIA dependencies with staged,
  hash-verified replacement and rollback.
- Update the release package, local package refresh and test scripts.
- Add the InteropBatchInputCopies option (default false). Batching is faster
  on some synthetic runs, but player temporal exactness is unresolved.

Tooling and tests
- K model: capture_k_weights, build_k_model, compare_k_outputs,
  benchmark_k_hip, build_capture_runtime, test_k_model and the
  zluda-k-output-capture patch. Captured weights and models are private
  local assets and must not enter release archives.
- Synthetic probes: test_m_ngx, test_sr_dynamic,
  prepare_rr_dynamic_fixture and the d3d12/rr_ngx probe updates.
- Add tests/windows/test_install_dependencies.py.

Docs
- Update the windows-fsr-rr, k-performance, local-package, rr-interop and
  rr-model-cache docs. Add windows-parity-handoff.md and
  windows-parity-continuation-prompt.md.
2026-10-17 01:43:06 -04:00

49 lines
3.2 KiB
C++

// d4r engine: the DLSS network on d4r's native HIP layer kernels instead of the Vulkan layer shader. HIP reaches
// the hardware's packed FP8 conversions and keeps a block's activations in registers, which a cooperative-matrix
// shader cannot, so the network runs about 1.7x faster here. The stages around it stay on Vulkan: the engine's
// front writes the tokens into memory shared with HIP, launch() runs the layers, the engine's back reads their
// output (ExternalNetwork in runtime.h).
//
// The model directory needs hipnet.bin and hip/*.hsaco (compile_m.py --hip for preset M, compile_k.py --hip for
// preset K) and the header + entry names select the preset:
// D4RMHIP1 (10 layers) - M on the kernels/m layer kernels. width/height are the render dimensions; two
// window-alignment phases, one per evaluation.
// D4RKHIP1 (11 layers) - K on the kernels/k DltssPaddedWinLayer kernels, the bottleneck layer running as its
// main kernel plus post1..3. width/height are the OUTPUT dimensions (the token grid is max(256, align 32 of
// their quarter resolution, makeKShape) and the input/output buffers hold 16 / 40 f16 channels per token,
// row-major, with no layout copy. Eight immutable window graphs, one per evaluation of makeKWindows' cycle.
// Either way every graph is uploaded once and one evaluation is a single hipGraphLaunch: no per-frame allocation,
// no per-frame parameter copy. The frame counter advances once per launch() and is never reset (a reset
// evaluation is still an evaluation), so the caller must pair one launch() with each network evaluation.
#pragma once
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
namespace d4r {
class HipNetwork {
public:
// tokensFd, outputFd: opaque file descriptors (Linux) or Win32 NT handles (Windows; the caller keeps ownership) of the two shared Vulkan allocations (ownership passes to HIP);
// allocationBytes: the size of each allocation; the buffers start at offset 0. width/height are preset
// dependent, as above.
HipNetwork(const std::string& modelDirectory, uint32_t width, uint32_t height, intptr_t tokensFd, intptr_t outputFd,
uint64_t tokensAllocationBytes, uint64_t outputAllocationBytes);
~HipNetwork();
HipNetwork(const HipNetwork&) = delete;
HipNetwork& operator=(const HipNetwork&) = delete;
void launch(); // queues the network; input tokens must already be complete
bool done(); // true once the queued layers have finished
void wait(); // blocks until they have
float lastMilliseconds(); // GPU time of the last finished launch
// Diagnostic: relaunches the network `rounds` x 8 times on the unchanged input tokens (the graphs cycle with
// period 8) and returns an FNV-1a hash of the output buffer after each launch, rounds-major.
std::vector<uint64_t> debugRepeatHashes(uint32_t rounds);
// Diagnostic: median GPU microseconds of every launch node of graph `phase` run individually (not graph-fused),
// over `trials` runs. Node order is network order, a layer's post kernels following its main kernel.
std::vector<float> debugNodeMicros(uint32_t phase, uint32_t trials);
private:
struct Impl;
std::unique_ptr<Impl> impl;
};
} // namespace d4r