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.
50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
#pragma once
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <cstdio>
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#include <cstdlib>
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#include <string>
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// Native Windows uses the installed driver's normal D3D12 path. Do not import
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// Proton's amdxc64 shim or Linux PCI/sysfs discovery into this process.
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inline bool d4r_fsr_rr_driver_extension(ID3D12Device* device, std::string& detail)
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{
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// Experimental: the denoiser only consults amdxc64.dll when it is already loaded in the process. With
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// D4R_FSR_AMDXC_SHIM=path, preload d4r's own shim (tools/windows/amdxc64_shim) for a vkd3d-proton device.
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// AMD's real amdxc64.dll is never loaded by this helper.
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if (const char* shim = std::getenv("D4R_FSR_AMDXC_SHIM")) {
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if (!LoadLibraryA(shim)) {
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detail = "D4R_FSR_AMDXC_SHIM could not be loaded";
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return false;
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}
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}
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LUID luid{};
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device->GetAdapterLuid(&luid);
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IDXGIFactory4* factory = nullptr;
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if (FAILED(CreateDXGIFactory2(0, IID_PPV_ARGS(&factory)))) {
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detail = "native Windows: DXGI factory query failed";
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return false;
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}
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IDXGIAdapter1* adapter = nullptr;
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const HRESULT result = factory->EnumAdapterByLuid(luid, IID_PPV_ARGS(&adapter));
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factory->Release();
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if (FAILED(result)) {
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detail = "native Windows: device adapter query failed";
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return false;
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}
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DXGI_ADAPTER_DESC1 desc{};
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const HRESULT described = adapter->GetDesc1(&desc);
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adapter->Release();
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if (FAILED(described)) {
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detail = "native Windows: adapter description failed";
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return false;
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}
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char text[160];
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std::snprintf(text, sizeof(text), "native Windows DXGI %04x:%04x; installed D3D12 driver path",
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desc.VendorId, desc.DeviceId);
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detail = text;
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return true;
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}
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