Files
d4r/engine/hip_net.h
T
ayo 7c5d3c9157 feat: add d4r inference engines and Windows parity tooling
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.
2026-10-16 08:54:47 -04:00

42 lines
2.6 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>
namespace d4r {
class HipNetwork {
public:
// tokensFd, outputFd: opaque file descriptors 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, int tokensFd, int 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
private:
struct Impl;
std::unique_ptr<Impl> impl;
};
} // namespace d4r