Files
d4r/scripts/windows/compile-fsr-rr-shaders.py
T
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

27 lines
1.4 KiB
Python

"""Compile the FSR RR conversion shaders with the pinned glslang into tools/windows/fsr_rr/fsr_rr_shaders_spv.h."""
import hashlib
import struct
import subprocess
import sys
import tempfile
from pathlib import Path
repo = Path(__file__).resolve().parents[2]
glslang = repo / '.tools/glslang-16.6.0/bin/glslangValidator.exe'
if hashlib.sha256(glslang.read_bytes()).hexdigest() != '9643709c02c83e26773f96b6a87f197ab2e84f78be0879ad8fb3619418b5d9ad':
sys.exit('requires the pinned glslang 16.6.0')
source = repo / 'tools/windows/fsr_rr'
lines = ['#pragma once', '#include <cstdint>', '// Generated by scripts/windows/compile-fsr-rr-shaders.py; do not edit.']
with tempfile.TemporaryDirectory() as tmp:
for name in ('fsr_rr_prepare', 'fsr_rr_compose'):
out = Path(tmp) / (name + '.spv')
subprocess.run([str(glslang), '-V', '--target-env', 'vulkan1.0', '-o', str(out), str(source / (name + '.comp'))],
check=True, stdout=subprocess.DEVNULL)
data = out.read_bytes()
words = struct.unpack('<' + 'I' * (len(data) // 4), data)
lines.append(f'static const uint32_t d4r_vk_{name}[] = {{')
lines.extend(','.join(f'0x{w:08x}' for w in words[i:i + 8]) + ',' for i in range(0, len(words), 8))
lines.append('};')
(source / 'fsr_rr_shaders_spv.h').write_text('\n'.join(lines) + '\n')
print('wrote', source / 'fsr_rr_shaders_spv.h')