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.
93 lines
5.1 KiB
Python
93 lines
5.1 KiB
Python
"""Probe plain Windows SR render subrects without a game or FSR denoiser.
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Retains creation-sized resources. Separate child processes compare static,
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smaller-render, and reset-on-every-frame cases. Output is diagnostic evidence,
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not a quality or performance gate.
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"""
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import argparse
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import hashlib
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import json
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import os
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from pathlib import Path
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import re
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import subprocess
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def main():
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parser = argparse.ArgumentParser(description=__doc__)
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for name in ('probe', 'shim', 'runtime', 'core', 'dlss', 'output'):
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parser.add_argument('--' + name, required=True, type=lambda p: Path(p).resolve())
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parser.add_argument('--creation-size', default='426x256')
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parser.add_argument('--smaller-render-size', default='384x224')
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args = parser.parse_args()
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build = Path(__file__).resolve().parents[2] / 'build'
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if not args.output.is_relative_to(build.resolve()):
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parser.error('output must stay under ignored build/')
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args.output.mkdir(parents=True, exist_ok=False)
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runtime = args.runtime
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native = runtime / 'native'
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if (native / 'gfx1101').is_dir():
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native /= 'gfx1101'
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nvapi = runtime / 'nvapi/nvapi64.dll'
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if not nvapi.is_file():
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nvapi = runtime / 'nvapi/gfx1101/nvapi64.dll'
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env = {k: v for k, v in os.environ.items()
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if not k.startswith(('D4R_', 'ZLUDA_'))}
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env.update(HIP_PATH=str(runtime / 'hip'),
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ZLUDA_CUDA_LIB=str(runtime / 'zluda/nvcuda.dll'),
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D4R_NVAPI_BACKEND=str(runtime / 'nvapi/backend/nvapi64.dll'),
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D4R_FORMAT_MODULE=str(runtime / 'pixel_convert_gfx1101.hsaco'),
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D4R_ZLUDA_NATIVE_DIR=str(native), D4R_ZLUDA_WMMA='1',
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D4R_ZLUDA_WMMA_FP8='1', D4R_ZLUDA_WMMA_F16_REFERENCE='1',
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D4R_QUIET_API='1',
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ZLUDA_CACHE_DIR=str(Path(os.environ['LOCALAPPDATA']) / 'd4r/cache'))
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env['PATH'] = str(runtime / 'hip/bin') + os.pathsep + str(runtime / 'zluda') + os.pathsep + env['PATH']
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report = {'synthetic': True, 'gameAccessed': False, 'qualityReference': False,
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'performanceEvidence': False, 'creationSize': args.creation_size,
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'outputSize': [640, 384], 'smallerRenderSize': args.smaller_render_size,
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'artifacts': {str(p): hashlib.sha256(p.read_bytes()).hexdigest()
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for p in (args.probe, args.shim, args.core, args.dlss)},
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'runs': []}
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for flags in (0, 11):
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for mode in ('static', 'smaller', 'smaller-reset'):
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output = args.output / f'flags-{flags}-{mode}'
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output.mkdir()
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child_env = dict(env, D4R_DIAG_DIR=str(output), D4R_NGX_DATA_DIR=str(output / 'ngx-data'))
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if mode != 'static':
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child_env['D4R_PROBE_RENDER_SUBRECT'] = args.smaller_render_size
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command = [str(args.probe), '--module', str(args.shim),
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'--hip-root', str(runtime / 'hip'), '--cuda-dll', str(runtime / 'zluda/nvcuda.dll'),
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'--ngx-core', str(args.core), '--dlss-dll', str(args.dlss), '--nvapi-dll', str(nvapi),
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'--ngx-abi', 'project', '--interop-mode', 'command-list', '--preset', '11',
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'--ngx-create-flags', str(flags), '--ngx-input-resolution', args.creation_size,
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'--ngx-output-resolution', '640x384', '--iterations', '4']
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if mode == 'smaller-reset':
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command += ['--reset-every-frame', '1']
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row = {'flags': flags, 'mode': mode, 'command': command}
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with (output / 'stdout.log').open('wb') as out, (output / 'stderr.log').open('wb') as err:
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try:
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result = subprocess.run(command, env=child_env, stdout=out, stderr=err, timeout=180)
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row['exitCode'] = result.returncode
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except subprocess.TimeoutExpired:
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row['timeout'] = True
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text = (output / 'stdout.log').read_text(errors='replace')
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row['finiteFrames'] = len(re.findall(r'D3D12_OUTPUT preset=11 frame=\d+ finite=1 ', text))
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expected = [args.creation_size] + [args.creation_size if mode == 'static' else args.smaller_render_size] * 3
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row['appliedRenderSizes'] = re.findall(r'D3D12_RENDER_SUBRECT frame=\d+ size=(\d+x\d+) ', text)
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row['passed'] = (row.get('exitCode') == 0 and 'PASS D3D12_DLSS' in text
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and row['finiteFrames'] == 4 and row['appliedRenderSizes'] == expected)
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row['outputHashes'] = {p.name: hashlib.sha256(p.read_bytes()).hexdigest()
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for p in sorted(output.glob('output-*.rgba16f'))}
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report['runs'].append(row)
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(args.output / 'summary.json').write_text(json.dumps(report, indent=2) + '\n')
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print(f'flags={flags} mode={mode} exit={row.get("exitCode")} finite_frames={row["finiteFrames"]}', flush=True)
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if row.get('timeout'):
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return 1
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report['passed'] = all(row['passed'] for row in report['runs'])
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(args.output / 'summary.json').write_text(json.dumps(report, indent=2) + '\n')
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return 0 if report['passed'] else 1
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if __name__ == '__main__':
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raise SystemExit(main())
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