Files
d4r/tools/windows/test_fsr_rr_ngx.py
T
ayo ac4ee6c225 Expand Windows GPU support, add native FSR RR, and improve SR interop
Add a native D3D12 FSR Ray Regeneration route for gfx1200/gfx1201,
using the game's device and queue with embedded HLSL guide preparation
and output composition. Preserve the vkd3d compatibility route for
RDNA3 and expose explicit route overrides and diagnostics.

Improve Windows runtime compatibility:
- Retry rejected application-ID initialization with a project identity.
- Defer expensive RR backend creation until feature creation.
- Recover from transient submission failures without disabling later frames.
- Add shared-buffer export fallbacks through explicit heaps and a private
  device on the same adapter.
- Safely evict old RR descriptor sets when input views change.
- Treat requested RR presets as hints when a configured model is available.
- Expand SR/RR input formats and handle diffuse/specular hit distances,
  packed normals, depth-stencil resources, and unused FSR guides.

Reduce SR overhead by batching output downloads and format conversion
under one completion wait. Optimize strict M enc2/tube attention with
bounded FP32 accumulation and the original FP64 fallback for ambiguous
rounding cases.

Extend RDNA4 tooling with gfx1200/gfx1201 native FP8 RR model builds,
capability checks, architecture-aware deployment, and experimental K/M
kernel paths. Require matching model and runtime arithmetic families.

Add optional embedded FSR shader optimizations keyed by shader hash and
exact original SPIR-V contents. Preserve reflected metadata and record
optimizer provenance, artifact hashes, and cache identity.

Simplify Windows installation with automatic backend dependency downloads,
download progress and ETA, backed-up absolute OptiScaler library paths,
and recovery from interrupted RR model builds.

Add build-kernels.bat and a kernels-only build matrix for all eleven
registered RDNA targets, with code-object target validation and SHA256
manifests. Expand conversion probes, numerical stress tests, temporal
benchmark tooling, installer/deployment tests, and setup documentation.

Document synthetic regression and timing results, experimental build
options, and remaining RDNA4 hardware validation requirements.
2026-10-17 07:40:34 -04:00

248 lines
16 KiB
Python

"""Run the synthetic NGX feature-13 harness with the FSR Ray Regeneration backend selected only through d4r.ini.
Stages a private player folder from a packaged runtime, adds the experimental FSR payload (vkd3d-proton core, the
amdxc64 shim) and AMD's denoiser DLL, runs d4r_rr_ngx_probe with a synthetic noisy scene (make_fsr_rr_fixture.py),
and compares the output with the scene's noise-free answer. No game, no NVIDIA denoiser; Super Sampling runs when the
packaged runtime has its dependencies. Output stays under ignored build/.
"""
import argparse
import hashlib
import json
import os
import re
import shutil
import statistics
import subprocess
import sys
from pathlib import Path
repo = Path(__file__).resolve().parents[2]
def sha(path):
return hashlib.sha256(Path(path).read_bytes()).hexdigest()
def main():
parser = argparse.ArgumentParser(description=__doc__)
for name in ('probe', 'shim', 'runtime', 'core', 'dlss', 'fsr-dir', 'denoiser', 'fixture', 'output'):
parser.add_argument('--' + name, required=True, type=lambda value: Path(value).resolve())
parser.add_argument('--timeout', type=int, default=1500)
parser.add_argument('--device', choices=('auto', 'native', 'vkd3d'), default='auto', help='select the native D3D12 or compatibility route for this diagnostic')
parser.add_argument('--without-sr', action='store_true', help='omit SR/core dependencies and require the same-size FSR-only fallback')
parser.add_argument('--cache-dir', type=lambda value: Path(value).resolve(), help='isolated cache for shader/compiler experiments')
parser.add_argument('--vkd3d-config', help='diagnostic per-process vkd3d configuration')
parser.add_argument('--vkd3d-debug', choices=('none', 'err', 'warn', 'fixme', 'info', 'trace'), help='diagnostic vkd3d logging level')
parser.add_argument('--shader-dump', type=lambda value: Path(value).resolve(), help='diagnostic original shader dump into a new directory')
parser.add_argument('--disable-builtin-shaders', action='store_true', help='diagnostic control: use the original translations in a locally optimized payload')
parser.add_argument('--fp16-rte', action='store_true', help='experimental dxil-spirv payload: retain layout workaround but omit global FP16 RTZ')
parser.add_argument('--float-guides', action='store_true')
parser.add_argument('--switch-guides', action='store_true')
parser.add_argument('--output-float32', action='store_true')
parser.add_argument('--switch-output', action='store_true')
parser.add_argument('--depth-format', choices=('r32', 'd32', 'r32-typeless', 'd32s8', 'd32s8-typeless'), default='r32')
parser.add_argument('--reference-frames', type=lambda value: Path(value).resolve(), help='require exact components against canonical half-output frames, widening the reference for float32')
parser.add_argument('--verify-output-widening', action='store_true', help='FSR-only: dump each composed half image and require exact output widening in the same frame')
parser.add_argument('--max-resources', action='store_true', help='with --dynamic-extents: keep creation-sized textures and change only the render rectangle, as games do')
parser.add_argument('--dynamic-extents', action='store_true', help='run the probe in its dynamic-extents mode (the fixture has dynamic-extents.txt)')
parser.add_argument('--sr-bounds', action='store_true', help='Quality fixture: reject render width/height below the pinned SR dynamic minimum, then evaluate normally')
parser.add_argument('--ini-set', action='append', default=[], metavar='KEY=VALUE',
help='override a [RayReconstruction] key in the staged d4r.ini (repeatable), e.g. FsrStabilityBias=auto')
args = parser.parse_args()
if args.switch_output and not args.output_float32:
parser.error('--switch-output requires --output-float32')
if args.switch_guides and not args.float_guides:
parser.error('--switch-guides requires --float-guides')
if args.verify_output_widening and not args.without_sr:
parser.error('--verify-output-widening requires --without-sr')
build = (repo / 'build').resolve()
if not args.output.is_relative_to(build):
parser.error('output must stay under ignored build/')
args.output.mkdir(parents=True, exist_ok=False)
staged = args.output / 'player'
shutil.copytree(args.runtime, staged)
shutil.copy2(args.shim, staged / 'd4r_nvngx.dll')
for source, relative in ((args.core, 'ngx/_nvngx.dll'), (args.dlss, 'dlss/nvngx_dlss.dll')):
target = staged / relative
if args.without_sr:
if target.exists():
raise RuntimeError('--without-sr needs a runtime without installed SR/core DLLs')
continue
target.parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(source, target)
fsr = staged / 'fsr'
fsr.mkdir(exist_ok=True)
for name in ('d4r_vkd3d_core.dll', 'amdxc64.dll'):
source = args.fsr_dir / name
if args.device == 'native':
(fsr / name).unlink(missing_ok=True)
continue # prove that the direct route has no compatibility payload dependency
if source.is_file():
shutil.copy2(source, fsr / name)
shutil.copy2(args.denoiser, staged / 'amd_fidelityfx_denoiser_dx12.dll')
config = (repo / 'packaging/windows/d4r.ini').read_text()
if 'Backend = off' not in config:
raise RuntimeError('packaging d4r.ini no longer has [RayReconstruction] Backend = off')
config = config.replace('Backend = off', 'Backend = fsr')
if args.cache_dir:
config = config.replace('CacheDir = auto', 'CacheDir = ' + str(args.cache_dir))
for item in args.ini_set:
key, value = item.split('=', 1)
pattern = re.compile(r'^' + re.escape(key) + r'\s*=.*$', re.M)
if not pattern.search(config):
raise RuntimeError('d4r.ini has no ' + key + ' line to override')
config = pattern.sub(lambda match: key + ' = ' + value, config, count=1)
(staged / 'd4r.ini').write_text(config)
env = {key: value for key, value in os.environ.items()
if not key.startswith(('D4R_', 'VKD3D_', 'DXIL_')) and key not in ('HIP_PATH', 'ZLUDA_CUDA_LIB', 'ZLUDA_LOG_DIR', 'ZLUDA_CACHE_DIR')}
env['D4R_FSR_RR_LOG'] = '1' # per-frame stage timings in stderr; selection itself comes only from d4r.ini
if args.device != 'auto':
env['D4R_FSR_RR_DEVICE'] = args.device
if args.vkd3d_config:
env['VKD3D_CONFIG'] = args.vkd3d_config
if args.vkd3d_debug:
env['VKD3D_DEBUG'] = args.vkd3d_debug
if args.shader_dump:
args.shader_dump.mkdir(parents=True, exist_ok=False)
env['VKD3D_SHADER_DUMP_PATH'] = str(args.shader_dump)
if args.disable_builtin_shaders:
env['D4R_FSR_DISABLE_BUILTIN_SHADERS'] = '1'
if args.fp16_rte:
env['D4R_DXIL_F16_RTE'] = '1'
if args.verify_output_widening:
dump = args.output / 'converted'
dump.mkdir()
env['D4R_FSR_RR_DUMP_DIR'] = str(dump)
env['D4R_FSR_RR_DUMP_FRAMES'] = str(len(list(args.fixture.glob('*-color.bin'))))
if args.without_sr:
# Player startup requires SR dependencies. Use the existing diagnostic environment
# contract to exercise the supported FSR-only fallback without changing player policy.
cache = (args.cache_dir or (Path(os.environ['LOCALAPPDATA']) / 'd4r/cache')) / 'vkd3d'
cache.mkdir(parents=True, exist_ok=True)
env.update(D4R_HIP_ROOT=str(staged / 'hip'), D4R_RR_BACKEND='fsr',
D4R_FSR_VKD3D_CORE=str(fsr / 'd4r_vkd3d_core.dll'),
D4R_FSR_AMDXC_SHIM=str(fsr / 'amdxc64.dll'),
D4R_FSR_RR_DLL=str(staged / 'amd_fidelityfx_denoiser_dx12.dll'),
D4R_FSR_CACHE_DIR=str(cache))
command = [str(args.probe), str(staged / 'd4r_nvngx.dll'), str(args.fixture), '', str(args.output / 'frames'), '']
modes = []
if args.dynamic_extents:
modes.append('dynamic-extents' + ('-max-resources' if args.max_resources else ''))
if args.sr_bounds:
modes.append('sr-bounds')
if args.float_guides:
modes.append('float-guides')
if args.switch_guides:
modes.append('switch-guides')
if args.output_float32:
modes.append('output-float32')
if args.switch_output:
modes.append('switch-output')
if args.depth_format != 'r32':
modes.append('depth-' + args.depth_format)
if modes:
command.append('-'.join(modes))
report = {'passed': False, 'gameAccessed': False, 'qualityReference': False, 'synthetic': True,
'selectionMode': 'diagnostic environment without SR' if args.without_sr else 'player INI',
'requestedDevice': args.device,
'artifacts': {str(path): sha(path) for path in (args.probe, args.shim, args.core, args.dlss, args.denoiser,
args.fsr_dir / 'd4r_vkd3d_core.dll', args.fsr_dir / 'amdxc64.dll') if path.is_file()}}
try:
with (args.output / 'stdout.log').open('wb') as out, (args.output / 'stderr.log').open('wb') as err:
result = subprocess.run(command, env=env, stdout=out, stderr=err, timeout=args.timeout)
report['exitCode'] = result.returncode
text = (args.output / 'stdout.log').read_text(errors='replace')
if result.returncode or 'PASS RR_NGX_LIFECYCLE' not in text:
raise RuntimeError('NGX RR harness failed; inspect ' + str(args.output))
if args.dynamic_extents:
expected = [tuple(map(int, line.split())) for line in (args.fixture / 'dynamic-extents.txt').read_text().splitlines() if line.strip()]
actual = [(int(w), int(h)) for w, h in re.findall(r'RR_NGX_EXTENT index=\d+ render=(\d+)x(\d+) exact=1', text)]
if actual != expected or 'PASS RR_NGX_DYNAMIC_EXTENTS' not in text:
raise RuntimeError('Dynamic render dimensions were not applied')
if args.max_resources and 'PASS RR_NGX_MAX_RESOURCES' not in text:
raise RuntimeError('Creation-sized resources were not retained')
report['renderExtents'] = actual
if args.sr_bounds:
if 'RR_NGX_SR_BOUNDS width_below_min_rejected=1 height_below_min_rejected=1 command_list_preserved=1' not in text:
raise RuntimeError('SR minimum bound rejections were not verified')
report['srMinimumRejectedBeforeSubmission'] = True
quality_command = [sys.executable, str(repo / 'tools/windows/check_fsr_rr_output.py'), '--fixture', str(args.fixture),
'--output', str(args.output / 'frames'), '--report', str(args.output / 'quality.json')]
if args.output_float32:
quality_command.append('--output-float32')
if args.switch_output:
quality_command.append('--switch-output')
quality = subprocess.run(quality_command,
capture_output=True, text=True)
report['quality'] = json.loads((args.output / 'quality.json').read_text())['summary']
if quality.returncode:
raise RuntimeError('FSR RR output quality check failed; inspect ' + str(args.output / 'quality.json'))
if args.reference_frames:
sys.path.insert(0, str(repo / '.tools/python/vendor'))
import numpy as np
comparisons = []
for index in range(len(list(args.fixture.glob('*-color.bin')))):
float_output = args.output_float32 and (not args.switch_output or index % 2 == 1)
actual = np.fromfile(args.output / 'frames' / f'{index}-out.bin', '<f4' if float_output else '<f2')
reference = np.fromfile(args.reference_frames / f'{index}-out.bin', '<f2').astype(actual.dtype)
comparisons.append(bool(np.array_equal(actual, reference)))
report['exactReferenceFrames'] = comparisons
if not all(comparisons):
raise RuntimeError('FSR format output differs from the canonical half reference')
if args.verify_output_widening:
sys.path.insert(0, str(repo / '.tools/python/vendor'))
import numpy as np
exact = []
for index in range(len(list(args.fixture.glob('*-color.bin')))):
float_output = args.output_float32 and (not args.switch_output or index % 2 == 1)
actual = np.fromfile(args.output / 'frames' / f'{index}-out.bin', '<f4' if float_output else '<f2')
composed = np.fromfile(args.output / 'converted' / f'frame{index}-composed.bin', '<f2').astype(actual.dtype)
exact.append(bool(np.array_equal(actual, composed)))
report['exactSameFrameOutputConversion'] = exact
if not all(exact):
raise RuntimeError('FSR output differs from the same-frame composed half image')
# player mode redirects the shim's stderr into its own log beside d4r_nvngx.dll
err_text = (args.output / 'stderr.log').read_text(errors='replace')
device_modes = re.findall(r'D4R_FSR_RR_DEVICE (native-d3d12|vkd3d) ', err_text)
if not device_modes:
raise RuntimeError('FSR RR did not identify its device route')
report['selectedDevice'] = device_modes[-1]
requested = {'native': 'native-d3d12', 'vkd3d': 'vkd3d'}.get(args.device)
if requested and report['selectedDevice'] != requested:
raise RuntimeError('FSR RR used a different device route than requested')
playerLog = staged / 'd4r_nvngx.log'
if playerLog.exists():
err_text += playerLog.read_text(errors='replace')
shutil.copy2(playerLog, args.output / 'd4r_nvngx.log')
report['superSamplingUsed'] = 'FSR_RR super sampling submitted' in err_text
report['builtinShaderOptimizations'] = (sorted(set(re.findall(
r'using validated local optimization for shader ([0-9a-f]{16})', err_text)))
if args.vkd3d_debug in ('info', 'trace') else None)
report['builtinShadersDisabled'] = args.disable_builtin_shaders
if args.without_sr and report['superSamplingUsed']:
raise RuntimeError('SR ran in the FSR-only test')
report['superSamplingFrames'] = err_text.count('FSR_RR super sampling submitted')
expected_frames = len(list(args.fixture.glob('*-color.bin')))
if (args.dynamic_extents or args.sr_bounds) and report['superSamplingFrames'] != expected_frames:
raise RuntimeError('Dynamic SR fixture did not upscale every frame')
report['srRenderLimits'] = re.findall(r'D4R_SR_RENDER_LIMITS min=(\d+x\d+) max=(\d+x\d+)', err_text)
timings = re.findall(r'FSR_RR gpu frame \d+: prepare ([0-9.]+) ms, denoise ([0-9.]+) ms, compose\+copy ([0-9.]+) ms, total ([0-9.]+) ms', err_text)
if len(timings) > 4:
report['gpuTiming'] = {name: statistics.median(float(row[i]) for row in timings[4:])
for i, name in enumerate(('prepareMedianMs', 'denoiseMedianMs', 'composeCopyMedianMs', 'totalMedianMs'))}
report['gpuTiming']['warmupFrames'] = 4
report['gpuTiming']['measuredFrames'] = len(timings) - 4
report['gpuTiming']['tailDenoiseMedianMs'] = statistics.median(float(row[1]) for row in timings[-7:])
report['gpuTiming']['tailFrames'] = min(7, len(timings))
report.update(passed=True)
print('PASS FSR_RR_NGX super_sampling=%d tail_rmse=%.4f input_rmse=%.4f ideal_nearest_rmse=%.4f' % (
report['superSamplingUsed'], report['quality']['tailOutputRmse'], report['quality']['tailInputRmse'], report['quality'].get('idealNearestRmse', float('nan'))))
finally:
(args.output / 'summary.json').write_text(json.dumps(report, indent=2) + '\n')
if not report['passed']:
sys.exit(1)
if __name__ == '__main__':
main()