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.
56 lines
2.9 KiB
Plaintext
56 lines
2.9 KiB
Plaintext
#version 450
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// FSR Ray Regeneration backend, stage 3: the denoised diffuse and specular signals remodulated by
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// their albedos, plus the residual the denoiser never saw (particles, what demodulation could not
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// carry, sky). The result is render-resolution colour for the Super Sampling stage.
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(binding = 0, rgba16f) uniform readonly image2D denoisedDiffuse;
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layout(binding = 1, rgba16f) uniform readonly image2D denoisedSpecular;
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layout(binding = 2, rgba16f) uniform readonly image2D diffuseAlbedo;
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layout(binding = 3, rgba16f) uniform readonly image2D specularAlbedo;
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layout(binding = 4, rgba16f) uniform readonly image2D residual;
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layout(binding = 5, rgba16f) uniform writeonly image2D composed;
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layout(binding = 6, rgba16f) uniform readonly image2D noisyDiffuse;
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layout(binding = 7, rgba16f) uniform readonly image2D noisySpecular;
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layout(push_constant) uniform Constants
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{
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uvec2 renderSize;
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float haloLimit; // > 0: each denoised lobe at most this multiple of the brightest noisy input of that lobe around it
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uint unused;
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} pc;
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void main()
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{
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const ivec2 px = ivec2(gl_GlobalInvocationID.xy);
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if (px.x >= int(pc.renderSize.x) || px.y >= int(pc.renderSize.y))
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return;
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const vec3 da = imageLoad(diffuseAlbedo, px).rgb, sa = imageLoad(specularAlbedo, px).rgb;
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vec3 diffuse = imageLoad(denoisedDiffuse, px).rgb * da;
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vec3 specular = imageLoad(denoisedSpecular, px).rgb * sa;
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if (pc.haloLimit > 0.0)
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{
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// The denoiser can carry a thin object's large demodulated signal (dark albedo) across its edge, where this
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// texel's albedo turns it into a bright fringe. A denoised value above everything around it in the noisy
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// input is such a leak: capped, by luminance (the hue is kept).
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const vec3 w = vec3(0.2126, 0.7152, 0.0722);
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float diffuseMax = 0.0, specularMax = 0.0;
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for (int dy = -1; dy <= 1; ++dy)
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for (int dx = -1; dx <= 1; ++dx)
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{
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const ivec2 q = clamp(px + ivec2(dx, dy), ivec2(0), ivec2(pc.renderSize) - 1);
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// what the lobe contributes there (the neighbour's own albedo): a leaked demodulated signal
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// remodulated by this texel's albedo exceeds all of these
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diffuseMax = max(diffuseMax, dot(imageLoad(noisyDiffuse, q).rgb * imageLoad(diffuseAlbedo, q).rgb, w));
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specularMax = max(specularMax, dot(imageLoad(noisySpecular, q).rgb * imageLoad(specularAlbedo, q).rgb, w));
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}
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const float dl = dot(diffuse, w), sl = dot(specular, w);
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if (dl > pc.haloLimit * diffuseMax)
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diffuse *= pc.haloLimit * diffuseMax / dl;
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if (sl > pc.haloLimit * specularMax)
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specular *= pc.haloLimit * specularMax / sl;
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}
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const vec3 color = diffuse + specular + imageLoad(residual, px).rgb;
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imageStore(composed, px, vec4(clamp(color, 0.0, 65000.0), 1.0));
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}
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