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Windows / RDNA4 port

Branch: windows-rdna4. Target: Windows 11 x64, RX 9070 XT, gfx1201. Priority: correct K, correct M, native Windows, same-frame output, then speed. This is a work log for an implementation in progress, not a claim of DLSS support.

Milestone and gates

Current milestone: M1/M2/M4/M5 passed; native NGX Create/Evaluate on the simple requested E path passes with the user's DLLs. M6 is in progress: all 11 K layers run on gfx1201 and pass synthetic nonzero NumPy reference checks. Do not integrate NGX until the integer PTX workload is stable on the real GPU.

Gate Status
M0: branch, audit, Windows build and diagnostics Initial implementation complete
M1: native HIP gfx1201 allocation, kernel, CPU verification PASS, 32 iterations + guard verification
M2: Windows ZLUDA integer PTX, primary and created contexts PASS, 32 iterations each + guard verification
M3: Windows NGX initialization and simple DLSS path Init, SR capabilities, Create/Evaluate PASS; four finite synthetic frames; K/M pending
M4: D3D12 / HIP external memory and fence round trip PASS with TheRock; stable 7.2 has mapped-view leak
M5: independently validated gfx12 WMMA backend PASS: raw + legacy adapter + upstream layout, max abs/relative error 0
M6: K layers, full transformer and image validation All 11 synthetic layer replays PASS; real weights, full network and K image validation pending
M7: M FP16-equivalent baseline and full transformer Pending
M8: standalone Windows D3D12 NGX harness Pending
M9: OptiScaler integration, profiling, installation Pending

Source baseline (checked 2026-09-29)

  • d4r: ed1ab60, main, 14 commits; https://github.com/countervolts/d4r.
  • ZLUDA master: ee2f25a180099fa42f36b2346732e1f2470a03ad, 2026-09-22. This is also the base named by d4r's existing patches.
  • Windows binary baseline: ZLUDA v7-preview.11, zluda-windows-ee2f25a.zip, SHA256 7788c1ed43385e62f0cc5f4d1aead24c92b671c02f1d685f63182540dea16d74.
  • Local HIP SDK: C:\Program Files\AMD\ROCm\7.2, headers report 7.2.60201, commit 38d754472. Compiler: AMD clang 21, LLVM commit 590b9320a5be90e40268759c6203c01fde121e68.
  • Keep stable SDK and TheRock installations separate. Select one directory per build and test run; never mix headers, import libraries, runtime or COMGR.
  • Tested isolated TheRock core: 10.2.0a20260929, HIP 7.17.26386, commit 0ad5f73253; wheel SHA256 9623b97ca511eaa176905075a504393eca6fde594222af10b55e4fb1edfe5a25. No machine-wide runtime replacement is performed.
  • CMake 3.31.6, Ninja 1.11.1 (Python package 1.11.1.4).
  • Synthetic K numerical reference: Python 3.11 and local NumPy 2.4.6 (PyPI release); installed only into .tools/python/vendor by setup, outside the game runtime.
  • Windows host toolchain: LLVM-MinGW 20260922, UCRT x64, SHA256 e3ad77d117a4bea19a7a3b333341824d79a5a371004a10e25b8504e7b3047666. This is a portable fallback on this machine, where MSVC is not installed. The device compiler remains the selected AMD HIP clang.

Upstream RDNA4 update (checked 2026-09-30)

Fetched and integrated upstream main commit dbef4b24f4bc974725c3b2bc74ca442a694b901d, "Add RDNA4 (gfx12) support and a 0.1.2 optimization round" (2026-09-30 UTC). It changes 42 files and supplies real per-target fragment layouts rather than renaming gfx11 builtins. Before the merge, an isolated archive was compiled and its enc1/enc2 objects were checked on this RX 9070 XT against our fixtures.

  • kernels/common/wmma_layout.h separates gfx11/gfx12 operands, accumulator rows, weight/activation loading, packing and reconstruction. K, M and native texture tails use it. The gfx11 implementation and layout12 test shim remain.
  • M has an optional native e4m3 FP8 variant, with matching ZLUDA/texture lowering and kernel directory selection. Windows CMake keeps FP16 widening as the baseline; it does not enable native FP8. M arithmetic on this GPU remains unvalidated until K and its full DLSS integration are correct.
  • New ZLUDA patches 0006/0007 add k8 WMMA, prep slots, wave64 for MMA-free kernels, gfx12 helpers and FP8 selection/cache identity. These patches are now built into native Windows ZLUDA. Integer PTX and resource descriptor tests pass on hardware; complete K/M lowering remains to be validated.
  • Upstream restored kernels/tools/model_enc3.py, resolving the missing M reference dependency found in the initial audit. New check/replay utilities cover K/M and texture tails. Texture artifacts still require local DLL/PTX extraction and a patched d4r_emit; they are not built by Windows CMake yet.
  • There is still no native Windows runtime backend in this update. GPU selection still reads KFD topology; Wine, Linux shared descriptors and vkd3d-proton command-list splitting remain in the upstream path.

Upstream explicitly reports gfx1201 emulator checks and gfx1200 compile-only coverage; it does not claim actual RDNA4 hardware verification (native-kernel validation notes). The hardware results below apply only to the named Windows probes and synthetic layers, not to the complete network or the upstream FP8 implementation.

Local integration retains the Windows probes, NGX ABI correction, NVAPI topology and D3D12/HIP interop. K now uses upstream's native gfx12 layout directly; the legacy adapter remains only for its independent diagnostic regression. M gains the same minimal device-header path as K. Its lane-mask constants no longer require a host <type_traits> installation. Public HIP uint2/uint4 storage alignment and qualifiers are reproduced by the device-only header.

Windows CMake compiles all 11 K + 5 M source modules with gfx1201 wave32, -O3 and each source's upstream d4r-build-flags (including -mcumode). Both stable HIP 7.2 and isolated TheRock build successfully. The objects install to experimental/k and experimental/m, outside the ZLUDA override directory. All 11 K layers now have GPU synthetic replay/reference checks (results below).

2026-09-30 integration results on RX 9070 XT, Windows 11:

Check Result
TheRock diagnostic runner with the two local NVIDIA DLLs 11/11 PASS; test-results/upstream-rdna4-merged.zip
TheRock CTest, including D3D12/HIP external memory/fences 8/8 PASS
WMMA raw, legacy adapter and upstream native layout/packing 32 cases, one/two K16 steps, nonzero C; max abs/relative error 0
Upstream K enc1 full / merged reference Max abs 0.000244140625; PSNR 98.21 / 97.63 dB; no NaN/Inf
Upstream K enc2 full / merged reference Max abs 3.81469727e-06; PSNR 130.39 / 132.49 dB; no NaN/Inf
Stable HIP 7.2 non-interop CTest 6/6 PASS
Stable-built K enc1/enc2 with stable runtime 32 identity iterations each + both nonzero references PASS, same errors as TheRock

The previously failing stable compiler/legacy-layout K path is superseded by the native upstream layout: these two current layer fixtures pass under stable HIP 7.2. Stable external-memory mapped-view ownership still requires the runtime fix/TheRock; passing K does not resolve that leak. Build logs remain under each build/windows-rdna4* directory; stable GPU logs/fixtures remain under test-results/upstream-stable-*-gpu.log and test-results/upstream-rdna4-stable.

Next gate: validate K against real DLSS captures with the built Windows ZLUDA, then implement same-frame Windows NGX Evaluate with explicit D3D12 queue submission ownership. Full K precedes M and native FP8/performance work. No complete DLSS or OptiScaler game result is claimed.

Native Windows ZLUDA build and Evaluate work (2026-09-30)

All K layers: native Windows synthetic replay (2026-09-30)

native_replay_probe reads upstream manifest.txt/args.bin/alloc-N.bin, relocates allocation pointers, runs the module's prep and main kernels, and saves GPU allocations for the existing pwin_check/pwin_model references. No NVIDIA DLL, PTX or weights are needed for these synthetic fixtures. Each fixture enables nonzero projections, attention, MLP and the layer's embedding/merge/head operations; it covers one 8x8 window with sparse weights. It does not replace validation with real network weights, multiple windows, shifted borders, textures or complete DLSS output.

Run from the repository:

powershell -NoProfile -ExecutionPolicy Bypass -File scripts/windows/test-k-replay.ps1

Hardware result: test-results/k-all-layers-synthetic.zip, 11/11 PASS, 32 native launches per layer, all output elements finite. The acceptance limit is max absolute error <= 0.001 and PSNR >= 60 dB; relative error uses a 0.001 denominator floor. Validation stops on the first mismatch.

Layer Max absolute error Max relative error PSNR (dB)
enc0 0.00048828125 0.0011682243 88.75
enc1 0 0 exact
enc2 0.0000305175781 0.0009319664 114.40
enc3 0 0 exact
enc4 0 0 exact
dec5 0 0 exact
dec4 0 0 exact
dec3 0 0 exact
dec2 0.0000305175781 0.0008741259 111.42
dec1 0.00048828125 0.0011086475 99.33
dec0 0.000122070312 0.0133333333 100.84

The next K gate is capture/reference validation with actual DLSS weights and proof of native transformer launches during Evaluate. Native overrides must check the originating PTX identity before replacing a function.

The local fork now builds natively under Windows, including d4r patches 0002–0007. New 0008-native-windows-build.patch preserves MSVC/Linux builds and adds LLVM-MinGW support: prebuilt LLVM selection, GNU delay-load flags, Windows LLVM system-library propagation, configurable HiGHS C++ library, public OCKL assertion reporting, and optional TaskDialog lookup. It does not modify NVIDIA binaries. The SDK's long shuffle overloads need an LLP64 fix in a private header mirror; build-zluda-helpers.ps1 applies it without touching the installed HIP SDK. Helper bitcode is rebuilt in all four wave/FP variants.

Pinned additional build dependencies:

  • Portable official Rust/Cargo 1.98.1, x86_64-pc-windows-gnu, release 2026-09-03. setup-rust-toolchain.ps1 verifies SHA256 of rustc, Cargo, rust-std and rust-mingw archives and installs only under .tools.
  • ZLUDA LLVM submodule ff4dc1f7c9e1c64d4d69e40f4ed30c2280a96dfd, llvm-config reports 22.0.0git. AMDGPU/LLVM/LLD are built with LLVM-MinGW 20260922; no Linux build host or runtime is used.
  • HiGHS submodule 364c83a51e44ba6c27def9c8fc1a49b1daf5ad5c.
  • The LLVM IR helper producer is stable HIP 7.2/LLVM 21. The final target is selected by the translator from HIP gfx1201; generic helper generation strips its temporary target attributes, as the existing Linux builder does.
  • dist/zluda-windows-native contains the built CUDA/NVAPI/trace DLLs, d4r_emit.exe, local open-source libc++/libunwind DLLs and build hashes. This directory contains no NVIDIA DLLs, extracted PTX or weights.

Build sequence after preparing the pinned ZLUDA source/submodules:

powershell -NoProfile -File scripts/windows/setup-rust-toolchain.ps1
powershell -NoProfile -File scripts/windows/prepare-zluda-source.ps1
powershell -NoProfile -File scripts/windows/build-zluda-llvm.ps1
powershell -NoProfile -File scripts/windows/build-zluda-helpers.ps1
powershell -NoProfile -File scripts/windows/build-zluda-windows.ps1

prepare-zluda-source.ps1 refuses to reapply patches over a modified checkout. For an already prepared checkout, rebuild only the affected components. Configure/fetch/build logs remain under build/zluda-*.

The NGX probe now accepts --ngx-mode evaluate, --preset 5|11|13 and a frame count. Its synthetic CUDA-array path is a debug harness with host uploads and final readback, not the game's fast path. It initializes output to NaN, checks all RGBA components for finite values, checks RGB variance and saves unmodified .rgba16f plus BMP previews. A successful Evaluate alone is logged as network_validation=pending. The diagnostic exception handler also saves first-chance fault details/minidumps before NGX's own final filter takes over.

The first stock-ZLUDA E test failed during CreateFeature (0xc0000005); trace recorded missing cuda_histogram_kernel/cuda_dldn_engine_histogram_kernel with unrecognized tex.base.2d.v4.f32.s32. This is a captured failure, not a successful DLSS result. Bundle: test-results/ngx-evaluate-e-stock.zip. The first custom build then exposed missing libc++ deployment and an eager Common Controls v6 import; both are corrected. 0009-resource-descriptor-queries implements texture and 2D/3D array queries. Texture descriptors are tracked from creation and removed on destruction: probing a surface as a texture returns an API error instead of dereferencing HIP host metadata. This also preserves CUDA flags/reserved bytes, which HIP's query does not fully initialize.

Hardware evidence with the patched runtime:

  • Full runner native-zluda-descriptors-milestone: 12/12 PASS, with 32 PTX iterations per context, 32 CUDA image iterations and unchanged HIP/K/interop checks. Package/default DLL selection prefers the locally built runtime.
  • cuda-images-kind.stdout.log: 32 iterations of 1/2/4-channel arrays, texture/surface descriptor and storage round trips, plus wrong-kind errors.
  • ngx-evaluate-e-kindfix: requested preset E Create/Evaluate PASS for one synthetic frame, finite RGBA, nonconstant output saved in the private result bundle. This establishes the first native Windows DLSS CUDA execution path. K/M transformer validation and D3D12 game integration are still pending.
  • ngx-evaluate-e-four-frames: four consecutive finite synthetic frames, reset only on frame 0, saved RGBA16F/BMP outputs. CTest after self-contained CUDA dependency lookup: 9/9 PASS. Fresh pinned-source application of all eight patches passes check-zluda-patches.ps1.
  • First-chance capture successfully saved two minidumps for the preceding surface-as-texture HIP crash; ngx-evaluate-e-arraydesc.zip preserves it.

Example focused diagnostic (after the full foundational checks), using the user's local DLLs:

powershell -NoProfile -File scripts/windows/test-windows-rdna4.ps1 -RuntimeProfile therock -NgxOnly -NgxMode evaluate -Preset 5 -Iterations 4 -NgxCore C:\Users\Administrator\d4r\_nvngx.dll -DlssDll C:\Users\Administrator\d4r\nvngx_dlss.dll

-NgxOnly is for iterative NGX debugging; its summary explicitly says that foundational checks were skipped. Private trace bundles can contain extracted NVIDIA PTX/weights and must not be included in public release packages.

Architecture and platform boundaries

Existing path: D3D12 -> OptiScaler -> d4r shim -> NGX CUDA -> Wine nvcuda -> ZLUDA -> HIP. The shim records Vulkan copies through vkd3d-proton interop. A patched vkd3d splits recording into submissions and gates the second part on a semaphore. The Wine bridge translates Windows/SysV ABIs, loads Linux libraries, chooses native kernels from KFD topology and performs fd-based Vulkan memory imports.

Planned Windows path: D3D12 -> OptiScaler -> d4r shim -> NGX CUDA -> Windows ZLUDA -> HIP gfx1201. Platform-independent NGX parameter handling, formats, references, replay format and kernel identity checks should be retained. A Windows backend must use Win32 DLL loading, HIP device properties, shared D3D12 allocations and fences. Wine builtins, KFD, file descriptors, Proton and vkd3d are excluded from runtime.

An NGX Evaluate call receives a recording command list, not a queue that can be submitted halfway through by the shim. Native D3D12 has no equivalent to the vkd3d split extension. Same-frame synchronization therefore needs an explicit submission boundary supplied by the harness and then OptiScaler/queue integration. A HIP wait inserted behind an unsplit D3D12 submission can deadlock. Merely mapping VRAM does not solve command recording/submission ownership.

Audit map and decisions

  • README.md, docs/{architecture,building,native-kernels,performance}.md: Linux-tested baseline; upstream K translation can produce nonfinite results. A successful NGX return alone is not transformer validation.
  • tools/d4r_nvngx_shim.cpp: Windows API/NGX entry points and C++ worker are reusable; Vulkan resource conversion, markers and split-frame functions form the platform boundary. Portable ini paths currently assume Wine translation.
  • tools/wine_nvcuda_bridge.c: loading (dlopen, pthread_once), KFD target selection, descriptor bookkeeping, PTX manifests, replay/profile and CUDA forwarding are interleaved. Preserve identities/instrumentation, replace platform services rather than copy the Wine bridge into Windows.
  • patches/zluda/0002: DLSS arrays/textures/surfaces, PTX instructions, dumps; 0003: bounds and gfx11 MMA; 0004: native override/prep, FP8, extra bitcode, handoffs; 0005: null texture reads. The gfx11 MMA optimization is explicitly architecture-gated. It must not be enabled for gfx12 by changing that gate.
  • patches/vkd3d-proton/0001: submission split, not a portable D3D12 interface.
  • kernels/k: pwin_common.h, layer/position/wide templates and eleven entries. Operands are replicated 16-half rows; accumulator row is 2*i + (lane>>4); operand_from_dt, wtile, weight prep and stores depend on that convention.
  • kernels/m: swin_common.h, swin_block.h, five standalone entries; FP8 weights expanded to FP16, kslot, woff, bload, k32, accumulator reconstruction and xor shuffles need layout audit. Preserve rounding per k32.
  • kernels/tex: enc0 tail/dec0 head also use gfx11 WMMA and output shuffles; changing only K/M would leave part of M incorrect. Generated PTX is private.
  • kernels/build.sh, texture build and scripts/build_zluda_ptx_helpers.sh: Linux tool paths, shell, bitcode cleanup and target assumptions need a Windows build path. Keep existing Linux scripts operational.
  • kernels/tools/{pwin_model,swin_model,ptxsim,psnr,kernel_manifest}.py and dump_runner.cpp, tools/replay_dlss_*: use existing reference semantics and capture relocation format; add finite checks and quantitative comparison.
  • scripts/package_release.sh, install/launch scripts and packaging/: Linux release bundles Proton components. Windows diagnostics/package must be separate and must never include NVIDIA DLLs or extracted NVIDIA PTX/weights.
  • Upstream ZLUDA already has Windows delay-loading for HIP 7 and fallback HIP 6. Its Rust binding calls versioned hipGetDevicePropertiesR0600; a reported gfx1201 crash is not evidence of an ABI bug without a reproducer/trace here.

gfx11 versus gfx12 WMMA

For wave32, gfx11 FP16 A/B are 16 halves per lane with replication across the two 16-lane groups. gfx12 uses 8 halves per lane without replication. The gfx12 builtin has a _gfx12 suffix; its FP32 accumulator is still eight floats, but rows are contiguous within the lane group, rather than gfx11 even/odd rows. The backend must explicitly convert operands and accumulator distribution, or update all dependent loads/stores and intermediate fragments together. Start with FP16 / FP32 accumulate. M native FP8 is a later measured optimization. Compile success is not proof of lane layout or numerical correctness.

The initial kernels/common/wmma_backend.h adapter preserves the gfx11 call and maps d4r's 16-half operand / even-odd accumulator contract to gfx12's 8-half operand / contiguous accumulator contract. The gfx12 mapping uses an unconditional wave32 half-exchange for every source fragment element before selection. Performing the exchange only on lanes selected by a group-dependent branch returned channel 9 in place of channel 1 on this card: the opposite half of the wave was inactive at that instruction. This was caught by the CPU reference. tools/windows/wmma_gfx1201.hip tests raw gfx12 WMMA, the adapter, upstream's native layout/operand packing, the half-exchange and lane ID with nonzero accumulator and one/two K16 steps. Both stable HIP 7.2 and TheRock 10.2 produced exact 16x16 outputs across 16 different inputs; max absolute and relative errors were both zero.

After the upstream merge, kernels/k/pwin_common.h calls the native wmma_layout.h implementation; it no longer converts around every MMA with the legacy adapter. The Windows device-only compiler uses kernels/common/hip_device_minimal.h, exposing only public Clang AMDGPU work-item/grid/barrier builtins and HIP-compatible qualifiers; the ordinary Linux HIP include path remains. CMake builds every K/M module for gfx1201 into experimental/. The k_module_probe resolves and launches prep and transformer for enc1/enc2. The identity fixture verifies all 4096 full-resolution and 1024/1536 merged FP16 values bitwise. A second fixture enables nonzero V projections, position-only attention, Wo, MLP/GELU and patch merge; it checks finite values and a patch identity, then saves all inputs/outputs for k_layer_validate.py. That script runs the existing pwin_model.py and measures max absolute/relative error and PSNR. The code object remains in experimental/k/, outside ZLUDA's override path, until the other K layers and real captured weights/activations pass. The enc2 fixture additionally enables learned Q/K attention and softmax.

External interop blockers

The installed HIP headers define D3D12Resource/D3D12Heap external memory and D3D12Fence external semaphore types. Their presence is not proof the Windows runtime implements them. Validate imports, mapping, GPU waits/signals and cleanup using an independent round trip before modifying the shim. Use HIP/DXGI device identity to prevent importing allocations across adapters. NT HANDLE ownership must be explicit; Win32 import is not fd ownership transfer. Test repeated create/destroy cycles as upstream noted a mapped-buffer leak on Linux ROCm. CPU verification copies are allowed in tests, never in the fast path.

Implemented independent test: DXGI LUID matches HIP, an R32_UINT texture is copied to a shared DEFAULT-heap linear buffer in VRAM, HIP maps that D3D12 resource, checks every input element and XORs it, D3D12 copies it back to the texture and finally to a readback buffer solely for test verification. Shared D3D12 fence values sequence both queues within the same iteration. There is no CPU data copy between the APIs; native tiled texture import is not yet tested. The future shim needs GPU texture/linear conversion or validated direct arrays. The caller closes its original NT HANDLEs after HIP releases imports.

Stable HIP SDK 7.2.60201 fails mapped-buffer lifetime testing. resource and import modes are stable, but map leaks one HANDLE and 262144 bytes per cycle. The runtime's extra view->retain() is the cause; AMD removed it in CLR commit 529f6b1. The source backport is retained at patches/rocm/0001-external-memory-view-ownership.patch. No pointer/refcount or DLL binary hacks are used. Current TheRock passes both the 64-cycle map lifetime test and the 32-cycle synchronized texture round trip. The runner automatically isolates resource/import/stream lifetimes on failure. Do not declare stable SDK 7.2 acceptable for the leak-free fast path.

Windows NGX initialization

tools/windows/ngx_cuda_init_probe.cpp retains the physical HIP/PCI device check, initializes a ZLUDA primary context, loads the user-supplied DLLs, discovers DLSS CUDA capability and tests the existing MSVC parameter accessor. This does not create/evaluate a DLSS feature or assert transformer correctness.

The supplied driver _nvngx.dll 32.0.16.1714 uses the driver/snippet three-argument NVSDK_NGX_CUDA_Init(appId, dataPath, sdkVersion) ABI. The four-argument SDK client interface used by the upstream shim passes a pointer as the version and returns 0xBAD0000C (OutOfDate) for this binary. The two interfaces are distinguished in NVIDIA's public nvsdk_ngx.h by NGX_SNIPPET_BUILD. The Windows backend must keep this distinction. The probe has explicit --ngx-abi driver (default) / sdk; it does not guess and retry.

Upstream Windows ZLUDA NVAPI lacks physical GPU enumeration, architecture and logical GPU/LUID functions used by NGX. The compatibility target nvapi-compat/nvapi64.dll implements those public NVAPI APIs through HIP; unknown queries are logged and forwarded to the supplied ZLUDA NVAPI backend. It validates version/size and includes NV_LOGICAL_GPU_DATA_V1.reserved[8] (568-byte x64 ABI). Concurrent initialization is synchronized. The AD102/AD100 identity is explicitly a CUDA/NGX network profile matching d4r's sm_89 kernels; physical detection and native compilation remain gfx1201. It is currently a probe backend, not a complete game-wide NVAPI replacement. A separate nvapi-trace build forwards every response unchanged for diagnosis.

Driver init's default feature search needs the DLSS DLL next to the executable. The runner creates a unique private %TEMP%/d4r-ngx-<GUID> directory containing the probe and copies of the two supplied DLLs. Paths and original hashes/versions are logged; the directory is removed after the subprocess ends. Neither DLL is placed in dist/, git, or the diagnostics ZIP. No private NVAPI function is invented and no NVIDIA binary is patched.

References: NGX API signatures, public NVAPI ABI, public NVAPI interface IDs.

Authoritative references

Build, test, package

Run from the repository root in PowerShell. The setup installs tools only inside .tools, verifies downloaded SHA256 values, and does not install a driver/SDK.

powershell -NoProfile -File scripts/windows/setup-windows-tools.ps1
powershell -NoProfile -File scripts/windows/build-windows-rdna4.ps1
powershell -NoProfile -File scripts/windows/test-windows-rdna4.ps1

For the currently validated external-memory runtime, use the separate profile:

powershell -NoProfile -File scripts/windows/setup-windows-tools.ps1 -RuntimeProfile therock
powershell -NoProfile -File scripts/windows/build-windows-rdna4.ps1 -RuntimeProfile therock
powershell -NoProfile -File scripts/windows/test-windows-rdna4.ps1 -RuntimeProfile therock

This builds into build/windows-rdna4-therock and installs into dist/windows-rdna4-therock. The stable profile stays available for reproducing the runtime bug. It is expected to return failure at the lifetime gate.

One command adds the local NGX initialization gate after eight diagnostics:

powershell -NoProfile -File scripts/windows/test-windows-rdna4.ps1 -RuntimeProfile therock -NgxCore "C:/Users/Administrator/d4r/_nvngx.dll" -DlssDll "C:/Users/Administrator/d4r/nvngx_dlss.dll"

Success with the two local NGX DLLs requires all eleven tests, including both PASS K_REFERENCE checks and PASS NGX_INIT ... sr_available=1. The NGX probe still reports transformer_executed=0: the standalone K launch has not been integrated into DLSS. On NGX failure, CUDA trace and NVAPI query logs are collected automatically. NVIDIA DLLs remain local test inputs.

The build accepts -HipRoot, -ZludaRoot, -ToolchainRoot, -BuildDirectory and -InstallDirectory. MSVC users can invoke CMake from a Developer Shell without the portable MinGW compiler. Equivalent direct build:

cmake -S . -B build/windows-rdna4 -G Ninja -DCMAKE_BUILD_TYPE=RelWithDebInfo "-DD4R_HIP_ROOT=C:/Program Files/AMD/ROCm/7.2" "-DD4R_ZLUDA_ROOT=C:/path/to/zluda"
cmake --build build/windows-rdna4
ctest --test-dir build/windows-rdna4 --output-on-failure
cmake --install build/windows-rdna4 --prefix dist/windows-rdna4-diagnostics

The one-command diagnostic runner is also installed at dist/windows-rdna4-diagnostics/test-windows-rdna4.ps1. It requires the selected HIP SDK and ZLUDA directory; the developer setup auto-discovers local defaults. Success: exit 0, every selected test passed in summary.json, PASS HIP, PASS CUDA, PASS INTEROP_LIFETIME and PASS INTEROP in stdout. Failure: send the single printed ZIP path; it contains stdout/stderr, timeout/exception exit code, DLL paths/versions/hashes, driver/OS inventory and a minidump for an unhandled exception. Upstream trace is attempted automatically on CUDA failure when trace/nvcuda.dll is available. The trace DLL forwards to the real DLL through ZLUDA_CUDA_LIB; explicit loading no longer bypasses the trace by accidentally passing the real DLL to the launcher.

The HIP module compiler uses the selected SDK, fixed --offload-arch=gfx1201, wave32 and no host/device library dependency. Host code uses the installed HIP header ABI and loads that SDK's amdhip64_7.dll by absolute path. CUDA loads the provided ZLUDA DLL by absolute path, matches the adapter against HIP PCI identity, tests two context lifecycles, JITs embedded PTX and verifies an integer pattern and out-of-range sentinels. No CUDA SDK is required.

No NVIDIA DLL is needed for M1/M2. Later NGX tests accept user-supplied absolute paths; NVIDIA software is never downloaded or added to git by these scripts.

Known limitations and results

2026-09-29: installed hipInfo.exe passed device enumeration in this workspace: RX 9070 XT, gfx1201, warpSize 32, 15.92 GiB total, 15.77 GiB free. 2026-09-29 hardware results: Windows 11 Pro 10.0.26200, AMD display driver 32.0.31041.1004, HIP runtime/driver API 70260201. HIP struct size 1472 bytes; physical device PCI 0000:03:00. Native HIP module: 32 successful iterations, 4099 elements with changing launch counts and seeds, guard verified. CUDA PTX: 32 iterations each in primary/created contexts, same pattern/guards verified, all context/module/memory teardown calls successful. ZLUDA binary SHA256 51dd32dc116a6c14c7a4bf5acf620bba0546ca7ec5f8a6e2148dd68f1714b165. Logs: local test-results/m1-m2.zip; ignored by git.

2026-09-29 M4: TheRock profile passed all HIP/PTX checks plus D3D12/HIP round trip (32 iterations, 16384 elements each), exact integer output and GPU fence synchronization. Map lifetime: 64 import/map/free/destroy cycles, HANDLE count 267 after both warmup and the last cycle, free VRAM 16926011392 bytes throughout the measured steady state. Full interop cycle HANDLE count also stays constant after warmup; stream teardown lowers it. Recreating streams did not resolve the stable runtime mapped-view bug; the fix is the runtime ownership correction.

Local proprietary inputs supplied by the user: nvngx_dlss.dll 310.9.1.0, _nvngx.dll 32.0.16.1714. Neither is packaged or tracked.

2026-09-29 NGX initialization: PASS on gfx1201 with those two DLLs and the native NVAPI topology backend. SR Available=1, FeatureInitResult=0x1, NeedsUpdatedDriver=0, MSVC parameter roundtrip Width=640, checked parameter/context/NGX cleanup. Local logs: test-results/ngx-init-private-runtime.zip. This is only the first part of M3; feature execution, K/M correctness and the Windows shim remain open.

2026-09-29 M5: TheRock full diagnostic run including user-provided NGX DLLs: 8/8 gates PASS (test-results/m5-k-module.zip). CTest: 7/7 PASS. Stable HIP 7.2: 5/5 non-interop gates PASS (HIP, gfx12 WMMA, K module load, both CUDA contexts); stable mapped-view lifetime bug still excludes its interop fast path. WMMA raw and legacy-layout adapter each match the scalar reference exactly over 16 changing input matrices, with both one-step and two-step accumulation. The enc1 K module is built and loaded on gfx1201, with functions resolved; transformer_executed=0 was explicit in the module probe at that milestone. The same K source also compiles for gfx1101 through the unchanged gfx11 builtin branch (compile-only regression; no RDNA3 GPU is present in this Windows machine).

2026-09-29 M6 first kernel: enc1 runs on the RX 9070 XT with zero and nonzero synthetic weights. The nonzero fixture exercises V, position-only attention, Wo, MLP/GELU and patch merge. Compared with pwin_model.py, full output max absolute error 0.000244140625, PSNR 98.21 dB; merged output max absolute error 0.000244140625, PSNR 97.63 dB. No NaN/Inf, all 4096 full and 1024 merged elements written, 3886 full elements changed. TheRock diagnostic bundle test-results/m6-k-enc1-final.zip has 9/9 gates PASS; CTest has 7/7 PASS. Reference dependency: pinned local NumPy 2.4.6 on Python 3.11, installed by setup-windows-tools.ps1 into .tools/python/vendor (not the game runtime). This is a synthetic one-layer check, not proof of complete K or DLSS output.

2026-09-29 M6 second kernel: enc2 exercises nonzero Q/K/V, learned attention and softmax, Wo, MLP/GELU and patch merge on gfx1201. Full output max absolute error 3.81469727e-06, max relative error 0.00166893 (denominator floor 1e-3), PSNR 130.39 dB; merged output max absolute error 3.81469727e-06, PSNR 132.49 dB. All 4096 full and 1536 merged elements written, no NaN/Inf. Both layers pass 32 identity iterations and the nonzero numpy reference. Bundle test-results/m6-k-enc2-final.zip: 11/11 gates PASS. CTest: 8/8 PASS. The generic probe/reference runner selects --kernel-name enc1|enc2; both objects remain under experimental/k and are not used as DLSS overrides yet.

Historical stable HIP SDK 7.2 compiler caveat (pre-upstream legacy adapter): its -O2 code object for enc1 produces NaN already on the identity fixture (first element 0xfe00 instead of 0xbc00). Its -O1 object also miscomputes the identity fixture; -O0 passes but is unsuitable for the fast path. Cross-testing isolates the problem to the stable compiler/code object: the stable-built -O2 object fails under TheRock runtime, while the TheRock-built -O2 object passes under stable HIP runtime. The independent WMMA probe passes under both compilers. That legacy path required the TheRock compiler for native K. The 2026-09-30 native-layout merge supersedes this failing path: current enc1/enc2 fixtures pass with stable's -O3 objects too. Keep TheRock runtime for leak-free interop.

The initial audit found an upstream validation blocker: swin_model.py imported absent model_enc3. Upstream commit dbef4b2 restores this file; the missing dependency is resolved, while real GPU M reference validation is still pending.

Environment-specific issues resolved: sandbox disallows writes to .git and launching the MinGW child compiler, so branch/commit/build require scoped tool approval in this managed environment. HIP_PATH ends in a backslash; build script normalizes it before PowerShell 5 argument quoting. Test runner uses .NET Process to retain reliable exit codes and concurrently drain both diagnostic streams. No end-to-end K/M/DLSS/OptiScaler support is claimed by these diagnostic milestones.