Files
d4r/tools/windows/d3d12_external.h
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

345 lines
21 KiB
C++

#pragma once
#if defined(__MINGW32__)
#define WIDL_EXPLICIT_AGGREGATE_RETURNS
#endif
#include "hip_api.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <mutex>
#include <wrl/client.h>
namespace d4r::win {
using Microsoft::WRL::ComPtr;
using diag::HipApi;
inline void dx(HRESULT result, const char* operation) {
if (FAILED(result)) throw std::runtime_error(std::string(operation) + " HRESULT=" + std::to_string(result));
}
struct Handle {
HANDLE value = nullptr;
Handle() = default;
Handle(const Handle&) = delete;
~Handle() { if (value) CloseHandle(value); }
};
struct ExternalApi {
HipApi& hip;
#define D4R_EXTERNAL(name) decltype(&::name) name = hip.library.symbol<decltype(&::name)>(#name)
D4R_EXTERNAL(hipImportExternalMemory);
D4R_EXTERNAL(hipExternalMemoryGetMappedBuffer);
D4R_EXTERNAL(hipDestroyExternalMemory);
D4R_EXTERNAL(hipImportExternalSemaphore);
D4R_EXTERNAL(hipDestroyExternalSemaphore);
D4R_EXTERNAL(hipWaitExternalSemaphoresAsync);
D4R_EXTERNAL(hipSignalExternalSemaphoresAsync);
#undef D4R_EXTERNAL
};
inline D3D12_RESOURCE_DESC resource_desc(ID3D12Resource* resource) {
#if defined(__MINGW32__)
D3D12_RESOURCE_DESC desc{}; resource->GetDesc(&desc); return desc;
#else
return resource->GetDesc();
#endif
}
inline LUID adapter_luid(ID3D12Device* device) {
#if defined(__MINGW32__)
LUID luid{}; device->GetAdapterLuid(&luid); return luid;
#else
return device->GetAdapterLuid();
#endif
}
inline ComPtr<ID3D12Resource> make_buffer(ID3D12Device* device, uint64_t bytes,
D3D12_HEAP_TYPE heapType, D3D12_HEAP_FLAGS flags, D3D12_RESOURCE_STATES state) {
D3D12_HEAP_PROPERTIES heap{}; heap.Type = heapType;
heap.CreationNodeMask = heap.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC desc{};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = bytes;
desc.Height = desc.DepthOrArraySize = desc.MipLevels = desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ComPtr<ID3D12Resource> resource;
dx(device->CreateCommittedResource(&heap, flags, &desc, state, nullptr,
IID_PPV_ARGS(resource.GetAddressOf())), "CreateCommittedResource(buffer)");
return resource;
}
inline void transition(ID3D12GraphicsCommandList* list, ID3D12Resource* resource,
D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after) {
if (before == after) return;
D3D12_RESOURCE_BARRIER barrier{};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition = {resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, before, after};
list->ResourceBarrier(1, &barrier);
}
struct ResourceAccess {
D3D12_RESOURCE_STATES legacy = D3D12_RESOURCE_STATE_COMMON;
bool enhanced = false, pending_split = false, inherited = false;
D3D12_BARRIER_LAYOUT layout = D3D12_BARRIER_LAYOUT_COMMON;
D3D12_BARRIER_ACCESS access = D3D12_BARRIER_ACCESS_COMMON;
D3D12_BARRIER_SYNC sync = D3D12_BARRIER_SYNC_ALL;
ResourceAccess() = default;
ResourceAccess(D3D12_RESOURCE_STATES state) : legacy(state) {}
};
inline void texture_copy_barrier(ID3D12GraphicsCommandList* list, ID3D12Resource* texture,
const ResourceAccess& original, bool output, bool restore) {
if (original.pending_split) throw std::runtime_error("Cannot use a texture inside an unfinished split barrier");
if (!original.enhanced) {
const auto copy = output ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_COPY_SOURCE;
if (original.legacy == copy) return;
D3D12_RESOURCE_BARRIER barrier{}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition = {texture, 0, restore ? copy : original.legacy, restore ? original.legacy : copy};
list->ResourceBarrier(1, &barrier); return;
}
ComPtr<ID3D12GraphicsCommandList7> newer;
dx(list->QueryInterface(IID_PPV_ARGS(newer.GetAddressOf())), "Enhanced interop command list");
D3D12_TEXTURE_BARRIER barrier{}; barrier.pResource = texture;
barrier.LayoutBefore = restore ? (output ? D3D12_BARRIER_LAYOUT_COPY_DEST : D3D12_BARRIER_LAYOUT_COPY_SOURCE) : original.layout;
barrier.LayoutAfter = restore ? original.layout : (output ? D3D12_BARRIER_LAYOUT_COPY_DEST : D3D12_BARRIER_LAYOUT_COPY_SOURCE);
barrier.AccessBefore = restore ? (output ? D3D12_BARRIER_ACCESS_COPY_DEST : D3D12_BARRIER_ACCESS_COPY_SOURCE) : original.access;
barrier.AccessAfter = restore ? original.access : (output ? D3D12_BARRIER_ACCESS_COPY_DEST : D3D12_BARRIER_ACCESS_COPY_SOURCE);
// Interop runs in a separate submitted direct list. ALL is a conservative
// synchronization scope for the app's original access class/layout.
barrier.SyncBefore = restore ? D3D12_BARRIER_SYNC_COPY : D3D12_BARRIER_SYNC_ALL;
barrier.SyncAfter = restore ? D3D12_BARRIER_SYNC_ALL : D3D12_BARRIER_SYNC_COPY;
barrier.Subresources.IndexOrFirstMipLevel = 0; // Single subresource 0.
D3D12_BARRIER_GROUP group{}; group.Type = D3D12_BARRIER_TYPE_TEXTURE; group.NumBarriers = 1; group.pTextureBarriers = &barrier;
newer->Barrier(1, &group);
}
class SharedPlane {
ExternalApi& api_;
hipExternalMemory_t memory_ = nullptr;
ComPtr<ID3D12Heap> heap_; // only for the explicit-heap export; outlives buffer (declared first)
void release() noexcept {
if (mapped) { (void)api_.hip.hipFree(mapped); mapped = nullptr; }
if (memory_) { (void)api_.hipDestroyExternalMemory(memory_); memory_ = nullptr; }
}
// Export a committed shared buffer (the tested path). Returns false when the driver refuses
// the export: Cyberpunk 2077 saw CreateSharedHandle E_INVALIDARG on a fresh shared buffer
// after a DLSS feature recreate, although the same sequence works outside the game.
bool export_committed(ID3D12Device* device, Handle& handle, UINT64& importBytes) {
buffer = make_buffer(device, bytes, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_SHARED, D3D12_RESOURCE_STATE_COMMON);
const auto desc = resource_desc(buffer.Get());
D3D12_RESOURCE_ALLOCATION_INFO allocation{};
#if defined(__MINGW32__)
device->GetResourceAllocationInfo(&allocation, 0, 1, &desc);
#else
allocation = device->GetResourceAllocationInfo(0, 1, &desc);
#endif
const HRESULT result = device->CreateSharedHandle(buffer.Get(), nullptr, GENERIC_ALL, nullptr, &handle.value);
if (SUCCEEDED(result)) { importBytes = allocation.SizeInBytes; return true; }
// A wrapping layer can hand back a resource whose owner is not the device it was created on.
ComPtr<ID3D12Device> owner; (void)buffer->GetDevice(IID_PPV_ARGS(owner.GetAddressOf()));
std::fprintf(stderr, "D4R_SHARED_PLANE_EXPORT committed HRESULT=0x%08lx bytes=%llu allocation=%llu device_removed=0x%08lx owner_matches=%d\n",
static_cast<unsigned long>(result), static_cast<unsigned long long>(bytes),
static_cast<unsigned long long>(allocation.SizeInBytes), static_cast<unsigned long>(device->GetDeviceRemovedReason()),
owner.Get() == device);
buffer.Reset(); handle.value = nullptr;
return false;
}
// Last resort when the device refuses every export (Cyberpunk 2077 with the FSR RR backend refused
// both the committed and the heap export): allocate and export on a private device of the same
// adapter, then open that allocation on the caller's device for the copies. HIP imports the
// private device's handle, which names the same memory.
ComPtr<ID3D12Device> privateDevice_;
ComPtr<ID3D12Resource> privateBuffer_;
static ComPtr<ID3D12Device> private_device(ID3D12Device* device) {
static std::mutex lock; static ComPtr<ID3D12Device> cached; static LUID cachedLuid{};
std::lock_guard<std::mutex> guard(lock);
const LUID luid = adapter_luid(device);
if (cached && cachedLuid.LowPart == luid.LowPart && cachedLuid.HighPart == luid.HighPart) return cached;
using CreateFactory = HRESULT(WINAPI*)(REFIID, void**);
HMODULE dxgi = LoadLibraryW(L"dxgi.dll");
auto create = dxgi ? reinterpret_cast<CreateFactory>(reinterpret_cast<void*>(GetProcAddress(dxgi, "CreateDXGIFactory1"))) : nullptr;
if (!create) throw std::runtime_error("CreateDXGIFactory1 unavailable (private shared-plane device)");
ComPtr<IDXGIFactory4> factory; dx(create(IID_PPV_ARGS(factory.GetAddressOf())), "CreateDXGIFactory1(private shared-plane device)");
ComPtr<IDXGIAdapter1> adapter; dx(factory->EnumAdapterByLuid(luid, IID_PPV_ARGS(adapter.GetAddressOf())), "EnumAdapterByLuid(private shared-plane device)");
// D3D12CreateDevice returns the adapter's existing singleton (the game's own device), so an
// independent device comes from the device factory, neither reusing nor replacing the singleton.
using GetInterface = HRESULT(WINAPI*)(REFCLSID, REFIID, void**);
HMODULE d3d12 = GetModuleHandleW(L"d3d12.dll");
auto getInterface = d3d12 ? reinterpret_cast<GetInterface>(reinterpret_cast<void*>(GetProcAddress(d3d12, "D3D12GetInterface"))) : nullptr;
if (!getInterface) throw std::runtime_error("D3D12GetInterface unavailable (private shared-plane device)");
static const GUID deviceFactoryClsid = {0x114863bf, 0xc386, 0x4aee, {0xb3, 0x9d, 0x8f, 0x0b, 0xbb, 0x06, 0x29, 0x55}};
ComPtr<ID3D12DeviceFactory> deviceFactory;
dx(getInterface(deviceFactoryClsid, IID_PPV_ARGS(deviceFactory.GetAddressOf())), "D3D12GetInterface(device factory)");
dx(deviceFactory->SetFlags(D3D12_DEVICE_FACTORY_FLAG_DISALLOW_STORING_NEW_DEVICE_AS_SINGLETON), "Device factory flags");
ComPtr<ID3D12Device> created;
dx(deviceFactory->CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(created.GetAddressOf())), "Create private shared-plane device");
ComPtr<IUnknown> createdIdentity, callerIdentity;
(void)created->QueryInterface(IID_PPV_ARGS(createdIdentity.GetAddressOf()));
(void)device->QueryInterface(IID_PPV_ARGS(callerIdentity.GetAddressOf()));
std::fprintf(stderr, "D4R_SHARED_PLANE_PRIVATE_DEVICE independent=%d\n", createdIdentity.Get() != callerIdentity.Get());
cached = created; cachedLuid = luid;
return cached;
}
void export_private(ID3D12Device* device, Handle& handle, UINT64& importBytes) {
privateDevice_ = private_device(device);
privateBuffer_ = make_buffer(privateDevice_.Get(), bytes, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_SHARED, D3D12_RESOURCE_STATE_COMMON);
const auto desc = resource_desc(privateBuffer_.Get());
D3D12_RESOURCE_ALLOCATION_INFO allocation{};
#if defined(__MINGW32__)
privateDevice_->GetResourceAllocationInfo(&allocation, 0, 1, &desc);
#else
allocation = privateDevice_->GetResourceAllocationInfo(0, 1, &desc);
#endif
dx(privateDevice_->CreateSharedHandle(privateBuffer_.Get(), nullptr, GENERIC_ALL, nullptr, &handle.value), "CreateSharedHandle(private device)");
dx(device->OpenSharedHandle(handle.value, IID_PPV_ARGS(buffer.GetAddressOf())), "OpenSharedHandle(private shared plane)");
importBytes = allocation.SizeInBytes;
}
// Fallback: share an explicit heap that holds the buffer as a placed resource.
bool export_heap(ID3D12Device* device, Handle& handle, UINT64& importBytes) {
constexpr UINT64 alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
D3D12_HEAP_DESC heap{};
heap.SizeInBytes = (bytes + alignment - 1) / alignment * alignment;
heap.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
heap.Properties.CreationNodeMask = heap.Properties.VisibleNodeMask = 1;
heap.Alignment = alignment;
heap.Flags = D3D12_HEAP_FLAG_SHARED | D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
dx(device->CreateHeap(&heap, IID_PPV_ARGS(heap_.GetAddressOf())), "CreateHeap(shared plane)");
D3D12_RESOURCE_DESC desc{};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = bytes;
desc.Height = desc.DepthOrArraySize = desc.MipLevels = desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
dx(device->CreatePlacedResource(heap_.Get(), 0, &desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS(buffer.GetAddressOf())), "CreatePlacedResource(shared plane)");
const HRESULT result = device->CreateSharedHandle(heap_.Get(), nullptr, GENERIC_ALL, nullptr, &handle.value);
if (SUCCEEDED(result)) { importBytes = heap.SizeInBytes; return true; }
std::fprintf(stderr, "D4R_SHARED_PLANE_EXPORT heap HRESULT=0x%08lx\n", static_cast<unsigned long>(result));
buffer.Reset(); heap_.Reset(); handle.value = nullptr;
return false;
}
public:
ComPtr<ID3D12Resource> buffer;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint{};
UINT64 bytes = 0;
void* mapped = nullptr;
SharedPlane(ExternalApi& api, ID3D12Device* device, const D3D12_RESOURCE_DESC& texture) : api_(api) {
UINT rows = 0; UINT64 rowBytes = 0;
device->GetCopyableFootprints(&texture, 0, 1, 0, &footprint, &rows, &rowBytes, &bytes);
if (texture.Format == DXGI_FORMAT_R32G8X24_TYPELESS || texture.Format == DXGI_FORMAT_D32_FLOAT_S8X24_UINT || texture.Format == DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS) {
// D3D12 exposes D32S8 as separate depth/stencil copy planes. Only
// subresource 0 (R32 depth) belongs to NGX; never copy interleaved
// 64-bit texels or touch the stencil plane.
if ((footprint.Footprint.Format != DXGI_FORMAT_R32_FLOAT && footprint.Footprint.Format != DXGI_FORMAT_R32_TYPELESS) || rowBytes != texture.Width * 4)
throw std::runtime_error("Unexpected D32S8 depth-plane copy footprint");
}
if (!bytes || bytes == UINT64_MAX || !footprint.Footprint.RowPitch)
throw std::runtime_error("Invalid shared texture footprint");
Handle handle;
UINT64 importBytes = 0;
// D4R_SHARED_PLANE_EXPORT=heap or =private forces that fallback, for testing it.
const char* forcedValue = std::getenv("D4R_SHARED_PLANE_EXPORT");
const std::string forced = forcedValue ? forcedValue : "";
const char* path = "committed";
bool exported = forced.empty() && (export_committed(device, handle, importBytes) || export_committed(device, handle, importBytes));
if (!exported && forced != "private") { path = "heap"; exported = export_heap(device, handle, importBytes); }
if (!exported) { path = "private"; export_private(device, handle, importBytes); }
const bool heapImport = std::string(path) == "heap";
try {
hipExternalMemoryHandleDesc import{};
import.type = heapImport ? hipExternalMemoryHandleTypeD3D12Heap : hipExternalMemoryHandleTypeD3D12Resource;
import.handle.win32.handle = handle.value;
import.size = importBytes; import.flags = heapImport ? 0 : hipExternalMemoryDedicated;
api.hip.check(api.hipImportExternalMemory(&memory_, &import), "hipImportExternalMemory(D3D12)");
hipExternalMemoryBufferDesc map{}; map.size = bytes;
api.hip.check(api.hipExternalMemoryGetMappedBuffer(&mapped, memory_, &map), "hipExternalMemoryGetMappedBuffer");
} catch (...) { release(); throw; }
// Win32 imports retain their own reference; the exporter closes its HANDLE.
std::printf("D4R_IMPORT width=%u height=%u pitch=%u allocation=%llu export=%s cpu_copy=0\n",
footprint.Footprint.Width, footprint.Footprint.Height, footprint.Footprint.RowPitch, importBytes, path);
}
SharedPlane(const SharedPlane&) = delete;
~SharedPlane() { release(); }
void copy_input(ID3D12GraphicsCommandList* list, ID3D12Resource* texture, ResourceAccess state) {
texture_copy_barrier(list, texture, state, false, false);
transition(list, buffer.Get(), D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
D3D12_TEXTURE_COPY_LOCATION source{}, dest{};
source.pResource = texture; source.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dest.pResource = buffer.Get(); dest.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; dest.PlacedFootprint = footprint;
list->CopyTextureRegion(&dest, 0, 0, 0, &source, nullptr);
transition(list, buffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON);
texture_copy_barrier(list, texture, state, false, true);
}
void copy_output(ID3D12GraphicsCommandList* list, ID3D12Resource* texture, ResourceAccess state) {
texture_copy_barrier(list, texture, state, true, false);
transition(list, buffer.Get(), D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION source{}, dest{};
source.pResource = buffer.Get(); source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; source.PlacedFootprint = footprint;
dest.pResource = texture; dest.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
list->CopyTextureRegion(&dest, 0, 0, 0, &source, nullptr);
transition(list, buffer.Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COMMON);
texture_copy_barrier(list, texture, state, true, true);
}
};
class SharedTimeline {
ExternalApi& api_;
hipExternalSemaphore_t semaphore_ = nullptr;
hipStream_t stream_ = nullptr;
Handle event_;
uint64_t value_ = 0;
public:
struct Ticket { uint64_t input, output; };
ComPtr<ID3D12Fence> fence;
SharedTimeline(ExternalApi& api, ID3D12Device* device) : api_(api) {
dx(device->CreateFence(0, D3D12_FENCE_FLAG_SHARED, IID_PPV_ARGS(fence.GetAddressOf())), "CreateFence(D3D12/HIP)");
Handle handle;
dx(device->CreateSharedHandle(fence.Get(), nullptr, GENERIC_ALL, nullptr, &handle.value), "CreateSharedHandle(fence)");
event_.value = CreateEventW(nullptr, FALSE, FALSE, nullptr);
if (!event_.value) throw std::runtime_error("CreateEvent(fence) failed");
hipExternalSemaphoreHandleDesc import{};
import.type = hipExternalSemaphoreHandleTypeD3D12Fence;
import.handle.win32.handle = handle.value;
api.hip.check(api.hipImportExternalSemaphore(&semaphore_, &import), "hipImportExternalSemaphore(D3D12Fence)");
try { api.hip.check(api.hip.hipStreamCreateWithFlags(&stream_, hipStreamNonBlocking), "hipStreamCreate(interop)"); }
catch (...) { (void)api.hipDestroyExternalSemaphore(semaphore_); semaphore_ = nullptr; throw; }
}
~SharedTimeline() {
if (stream_) { (void)api_.hip.hipStreamSynchronize(stream_); (void)api_.hip.hipStreamDestroy(stream_); }
if (semaphore_) (void)api_.hipDestroyExternalSemaphore(semaphore_);
}
// Caller must serialize transactions and submit the producer prefix first.
void wait_input(ID3D12CommandQueue* queue) {
const uint64_t ready = ++value_;
dx(queue->Signal(fence.Get(), ready), "Queue Signal(input)");
wait_ready(ready);
}
// Reserve both dependencies on the submission thread. The CUDA worker
// never submits to the D3D12 queue, so later game Signal/Wait calls retain
// their original ordering without waiting on a CPU callback.
Ticket reserve() { return {++value_, ++value_}; }
void enqueue(ID3D12CommandQueue* queue, Ticket ticket) {
dx(queue->Signal(fence.Get(), ticket.input), "Queue Signal(async input)");
dx(queue->Wait(fence.Get(), ticket.output), "Queue Wait(async output)");
}
void wait_ready(uint64_t ready) {
hipExternalSemaphoreWaitParams wait{}; wait.params.fence.value = ready;
api_.hip.check(api_.hipWaitExternalSemaphoresAsync(&semaphore_, &wait, 1, stream_), "HIP wait(D3D12 input)");
api_.hip.check(api_.hip.hipStreamSynchronize(stream_), "HIP input wait completion");
// Establish host-side completion as well: the Windows HIP semaphore
// wait currently needs a separately verified completion boundary before
// work is launched on CUDA's other streams. No image crosses the CPU.
if (fence->GetCompletedValue() < ready) {
dx(fence->SetEventOnCompletion(ready, event_.value), "SetEventOnCompletion(input)");
if (WaitForSingleObject(event_.value, 30000) != WAIT_OBJECT_0)
throw std::runtime_error("D3D12 input completion timeout");
}
}
void signal_output(ID3D12CommandQueue* queue) {
const uint64_t done = ++value_;
signal_ready(done);
dx(queue->Wait(fence.Get(), done), "Queue Wait(HIP output)");
}
void signal_ready(uint64_t done) {
hipExternalSemaphoreSignalParams signal{}; signal.params.fence.value = done;
api_.hip.check(api_.hipSignalExternalSemaphoresAsync(&semaphore_, &signal, 1, stream_), "HIP signal(output)");
}
void drain(ID3D12CommandQueue* queue) {
const uint64_t done = ++value_;
dx(queue->Signal(fence.Get(), done), "Queue Signal(completion)");
if (fence->GetCompletedValue() < done) {
dx(fence->SetEventOnCompletion(done, event_.value), "SetEventOnCompletion");
if (WaitForSingleObject(event_.value, 30000) != WAIT_OBJECT_0)
throw std::runtime_error("D3D12 completion timeout; resources must remain alive");
}
}
};
}