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d4r/docs/building.md
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woutermans e0d1549a21 Engine: native presets K and M in the D3D12 shim, wider game coverage
A standalone Vulkan inference engine (engine/) for DLSS presets K and M that
runs from weights extracted from the user's own nvngx_dlss.dll, with d4r's
own input, network and reconstruction shaders or the native HIP network
layers, recorded into the game's command list by the shim. Opt-in
([Engine] Enabled / D4R_ENGINE=1); anything uncovered falls back to the
CUDA/ZLUDA path with the reason logged.

Byte-identical to NGX's CUDA backend under the phase-capable reference
(1706x960 -> 2560x1440, native HIP network, eleven frames, RX 9070 XT):
- K render- and display-resolution motion vectors, HDR and LDR
- K game-supplied exposure and automatic exposure with any pre-exposure
  and exposure scale (one residual: effective exposure exactly 2 or 4)
- K and M with the DLSS indicator's inverted-axis parameters
- M with any exposure settings (NGX ignores them for M)
K packages need the current compile_k.py (marker D4RO0003).

Also: HIP shared buffers are pooled across feature recreation (ROCm leaks
destroyed imports), hipnet.bin must match the preset, M-only games do not
load the K model, install_d4r_runtime.sh stages k, k-ldr, m, m-ldr with
hip/, the activation table has a generator (gen_activation_m.py), and
package_release.sh can bundle the engine's shaders (never its weights).

Signed-off-by: woutermans <[email protected]>
2026-10-10 20:54:01 +02:00

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# Building d4r
These steps produce the pieces the launcher needs: a patched ZLUDA, a patched vkd3d-proton, the NGX shim and CUDA bridge, a staged runtime directory with your NVIDIA files, and the native kernels. The versions below are the ones that were tested; others may need changes.
| Component | Tested version |
|---|---|
| ZLUDA | `ee2f25a` (upstream), plus `patches/zluda/0002` through `0008` in order |
| vkd3d-proton | `3dfc6f07` (the base GE-Proton11-3 ships), plus `patches/vkd3d-proton/0001` through `0003` in order |
| ROCm | 7.2 (HIP runtime, clang, device libraries) |
| Proton | GE-Proton11-3 (with its OptiScaler integration) |
| DLSS | `nvngx_dlss.dll` 310.7.0 |
## 1. ZLUDA
```sh
git clone https://github.com/vosen/ZLUDA zluda && cd zluda
git checkout ee2f25a
git submodule update --init --recursive
git lfs pull
for p in 0002 0003 0004 0005 0006 0007 0008; do git apply /path/to/d4r/patches/zluda/$p-*.patch; done
# rebuild the device helpers the patches changed (ptx/lib/zluda_ptx_impl*.bc)
ZLUDA_SOURCE_ROOT=$PWD ROCM_ROOT=/opt/rocm /path/to/d4r/scripts/build_zluda_ptx_helpers.sh
LIBRARY_PATH=/opt/rocm/lib cargo build --release -p zluda
LIBRARY_PATH=/opt/rocm/lib cargo build --release -p ptx --example d4r_emit
mkdir -p ~/.cache/d4r-zluda-current
cp target/release/libnvcuda.so ~/.cache/d4r-zluda-current/
ln -sf libnvcuda.so ~/.cache/d4r-zluda-current/libcuda.so
```
Build the release ZLUDA library on a system or in a container with GLIBC 2.41 or older. A binary
linked on a newer system can require newer GLIBC symbols even when the ZLUDA source does not need new
GLIBC features. Before packaging, check it with
`scripts/check_glibc_compat.sh 2.41 /path/to/libnvcuda.so`. The release packager runs the same
check on ZLUDA, the Wine CUDA bridge, and every bundled ROCm library. Test the rebuilt library
with the D3D12 harness and in a game before publishing a release.
The launcher looks for ZLUDA in `D4R_ZLUDA_DIR` (default `~/.cache/d4r-zluda-current`, or `ZludaDir` in d4r.ini).
What the patches add:
- **0002**: the CUDA driver API surface NGX and DLSS use (arrays, textures, surfaces, 1010102 formats, launch parameter buffers), the PTX features DLSS kernels need, and module dumps for debugging (`D4R_ZLUDA_DUMP_DIR`).
- **0003**: an implicit 256-thread launch bound for kernels without PTX bounds (removes massive register spilling, `D4R_ZLUDA_IMPLICIT_MAX_BLOCK`) and f16 tensor-core MMA on RDNA3 WMMA (`D4R_ZLUDA_WMMA`).
- **0004**: the native kernel override hook (`D4R_ZLUDA_NATIVE_DIR`, see [native-kernels.md](native-kernels.md)), FP8 MMA on WMMA (`D4R_ZLUDA_WMMA_FP8`), optional elision of per-instruction denormal mode switches (`D4R_ZLUDA_IGNORE_DENORMAL`), inlined image helpers, and linking extra bitcode into a PTX module (`D4R_ZLUDA_EXTRA_BC`, used by the texture-kernel build).
- **0005**: a null texture object (CUDA handle 0) reads as zeros, as on NVIDIA GPUs, instead of faulting the GPU. DLSS samples absent optional inputs that way in some configurations (low-resolution motion vectors without HDR, as in Ghost of Tsushima).
- **0006**: `m16n8k8` f16 MMAs (DLSS 3 CNN, presets E/F) on RDNA3 WMMA like the k16 ones (`D4R_ZLUDA_WMMA_K8=0` disables it); weight-image slots for native prep kernels (`d4r_prep_key_at`, `d4r_prep_key_slots`); and wave64 compilation for offline texture-kernel builds (`D4R_ZLUDA_WAVE64=1`, with wave64 builds of the helper bitcode). `scripts/build_zluda_ptx_helpers.sh` now writes the `_w64` helper variants too.
- **0007**: gfx12 WMMA layout lowering, optional native e4m3 FP8 WMMA (`D4R_ZLUDA_WMMA_FP8_NATIVE=1`), and an architecture argument for `d4r_emit`. `D4R_ZLUDA_WMMA_LAYOUT=12` on gfx11 is a validation shim, not a release setting.
- **0008**: post-phase kernels for native overrides (`NAME_post1` … `NAME_post8`, see [native-kernels.md](native-kernels.md)). Preset K's dec5 layer runs as four phase kernels, so the K set needs this patch: an older `libnvcuda.so` would skip the phases.
When linking on a system with ROCm libraries outside the default search path, include their library directory in `LIBRARY_PATH`. The build also needs the appropriate ROCm link libraries. `CARGO_BUILD_JOBS=8` caps parallel Rust compilation if memory is limited.
## 2. vkd3d-proton
```sh
scripts/build_vkd3d_proton_d4r.sh ~/.cache/d4r-vkd3d-d4r
```
Patches `0001` and `0002` provide same-frame command-list splitting and resource-lifetime tracking; both are required by the shim. Patch `0003` adds experimental exportable linear textures, enabled only by `VKD3D_D4R_LINEAR_TEXTURES=1`. Point `D4R_VKD3D_DIR` (or `VkD3DDir` in d4r.ini) at the output and update `d3d12.dll` and `d3d12core.dll` together.
## 3. Shim, bridge and NVAPI identity
```sh
scripts/build_d4r_nvngx_shim.sh # build/d4r_nvngx.dll (needs x86_64-w64-mingw32-g++ and clang-cl)
scripts/build_wine_nvcuda_bridge.sh # build/wine-nvcuda/ (needs winegcc and winebuild)
```
The launcher builds the small NVAPI identity bridge (`scripts/build_d4r_nvapi_identity.sh`) itself.
## 4. Runtime directory
```sh
scripts/install_d4r_runtime.sh /path/to/_nvngx.dll /path/to/nvngx_dlss.dll
```
This stages the shim, the bridge, the NGX core and the DLSS feature library in `D4R_RUNTIME_DIR` (default `~/.local/share/d4r-dlss`, or `RuntimeDir` in d4r.ini). The NVIDIA files come from your own sources, for example an NVIDIA driver package (NGX core) and a game or the DLSS SDK (feature library).
## 5. Native kernels
```sh
D4R_ROCM_DIR=/opt/rocm \
D4R_DLSS_DLL=/path/to/nvngx_dlss.dll \
D4R_ZLUDA_EMIT=/path/to/zluda/target/release/examples/d4r_emit \
kernels/build.sh all kernels/out/native
```
`kernels/out/native` then holds one code object per replaced DLSS kernel; set `NativeKernelDirFast` in d4r.ini (or `D4R_ZLUDA_NATIVE_DIR`) to it. `kernels/build.sh k` or `m` builds only the network layers and needs neither the DLL nor ZLUDA. `kernels/build.sh l` builds L's shared network layers and unfolded texture variants; it needs the DLL and emitter. The texture kernels (`tex`, including L) extract PTX from your DLL into `kernels/extracted/` and compile it offline for `D4R_GPU_ARCH` through `D4R_ZLUDA_EMIT`; that directory and the build output are git-ignored and must not be redistributed. On gfx12, build a second variant with `D4R_NATIVE_FP8=1` and place it in an `<arch>-fp8` folder.
To add the accuracy option to a developer set, repeat the build with `D4R_PREFER_ACCURACY=1` and output `kernels/out/native/accuracy` (multi-target builds: `kernels/accuracy/<arch>` and `<arch>-fp8`). Use a separate empty directory; successfully built accuracy sets receive `d4r-accuracy.txt`. Enable `[Kernels] PreferAccuracy = true` and restart. The option defaults to false and never substitutes the fast set when accuracy binaries are absent.
## 6. Configure and play
The first launch copies `config/d4r.ini.default` to `~/.config/d4r/d4r.ini`. Set the `[Launch]` paths (Proton, the game's compatdata prefix and the game executable), the `[Paths]` above, and the model in `[DLSS]`, then run:
```sh
scripts/d4r_play.sh
```
In the game, pick DLSS as the upscaler (OptiScaler intercepts it). Every setting in the file can also be given as an environment variable, which takes precedence; `D4R_NO_CONFIG=1` ignores the file.
## 7. Package a release
```sh
scripts/fetch_rocm_runtime.sh # -> ~/.cache/d4r-rocm-runtime (AMD's ROCm 7.2.4 runtime, checksummed)
D4R_OPTISCALER=/path/to/OptiScaler_0.9.4.7z \
D4R_DLSS_DLLS=/path/to/310.7/nvngx_dlss.dll:/path/to/310.9/nvngx_dlss.dll \
D4R_ZLUDA_DIR=~/.cache/d4r-zluda-current D4R_VKD3D_DIR=~/.cache/d4r-vkd3d-d4r D4R_ROCM_DIR=/opt/rocm \
scripts/package_release.sh # -> dist/d4r-<version>.zip
```
The script:
- builds the shim, the bridge and both fast and accuracy network-layer kernels for gfx1100–gfx1103 and gfx1200–gfx1201 by default (`D4R_GPU_ARCHS` can select fewer targets); each gfx12 target also gets an `<arch>-fp8` variant;
- writes the kernel manifest from the DLLs you list (it records hashes of their PTX, nothing else);
- stages OptiScaler as `dxgi.dll` with the settings in `packaging/optiscaler.settings`, applied by `scripts/configure_optiscaler.py`; both full and clean ZIPs set `NvngxPath=d4r\nvngx.dll` explicitly, retaining `OptiDllPath=d4r` for other libraries;
- includes `install.sh` instead of NVIDIA's two DLLs by default, retaining any supplied texture kernels (built from NVIDIA's PTX by `kernels/build.sh tex`); builds accuracy texture sets with `D4R_ZLUDA_EMIT` unless marked prebuilt sets are supplied in `D4R_BUNDLE_TEX/accuracy/<target>`;
- with `D4R_BUNDLE_ENGINE`, adds the native engine's shaders as `d4r/engine/k`; the model's weights and tables are never packaged;
- zips the result together with the ZLUDA and vkd3d-proton builds, the ROCm runtime (as `d4r/rocm`), `packaging/d4r.ini`, the licenses and the patches.
`D4R_BUNDLE_NVIDIA=installer` is the default: the ZIP includes `install.sh`, and users run `bash install.sh` after extraction to fetch the pinned official NVIDIA DLLs. This mode requires `D4R_BUNDLE_DLSS` to match the DLSS 310.7.0 SHA-256 pinned in the installer, so bundled texture kernels match the downloaded library; `D4R_BUNDLE_NGX` is only needed with `D4R_BUNDLE_NVIDIA=1`, which retains the old DLL-bundling mode.
The NVIDIA files are not covered by d4r's license; redistributing them is up to whoever publishes the zip. `D4R_BUNDLE_NVIDIA=0` builds `d4r-<version>-nonvidia.zip` without them and without the texture kernels. [architecture.md](architecture.md#portable-installs-the-release-zip) describes how the installed files work together.
### GLIBC 2.41 release builds
Build the pinned environment with:
```sh
docker build -f packaging/build/Dockerfile.glibc241 -t d4r-build:glibc241 packaging/build
```
Inside that image, `scripts/build_release_glibc241.sh` rebuilds the GPU device helpers, ZLUDA and its LLVM, `d4r_emit`, the NGX shim, Wine CUDA bridge, patched vkd3d-proton, and performance/accuracy texture sets for every release target. Packaging then builds both network sets, checks all bundled Linux libraries against 2.41, and records the toolchain in `d4r/source/BUILD_INFO.txt`.
Mount the repository at `/work`, ROCm's compiler/headers/device libraries at `/opt/rocm`, and an official Rust toolchain (1.98.0 used for 0.1.3) at `/opt/rust`, with `/opt/rust/bin` on `PATH`. Keep toolchain and third-party runtime inputs read-only. Supply the normal package inputs listed above and these build settings:
| Variable | Input |
|---|---|
| `D4R_RELEASE_BUILD_ROOT` | writable directory under `/work/build/` |
| `D4R_ZLUDA_SRC` | isolated checkout inside that directory, with both pinned LLVM and HiGHS submodules, the real OCKL LFS payload, and patches `0002`–`0008` applied |
| `D4R_VKD3D_SRC` | isolated vkd3d-proton checkout inside that directory, with its submodules and patches `0001`–`0003` applied |
| `CARGO_HOME` | writable build-local Cargo cache; prefetch the locked dependencies for an offline build |
| `D4R_ROCM_DIR` | `/opt/rocm` |
| `D4R_ROCM_LINK_STUBS` | optional directory for additional ROCm link libraries |
Run `bash scripts/build_release_glibc241.sh` inside the container. The script checks that the build system actually reports `glibc 2.41`, rejects external source-cache checkouts, builds with the locked Cargo dependencies offline, and runs the configuration tests before packaging. The ZIP and checksum go in `$D4R_RELEASE_BUILD_ROOT/dist/`; logs and `toolchain.txt` remain in the build directory. AMD's bundled ROCm runtime, OptiScaler and NVIDIA's libraries remain supplied binaries; the Linux ABI check covers the bundled ROCm libraries too.
`D4R_BUNDLE_TEX` accepts the older flat directory for gfx1101, or a directory with per-target subdirectories (`gfx1100/`–`gfx1103/`, `gfx1200/`, `gfx1201/`, plus `gfx1200-fp8/` and `gfx1201-fp8/`). Build each texture set with `D4R_GPU_ARCH` and `D4R_ZLUDA_EMIT`; the `-fp8` sets also need `D4R_NATIVE_FP8=1`. `d4r_emit` targets those GPUs offline. Missing texture kernels fall back to ZLUDA on that target; the network-layer kernels are still included. Only the RX 7700 XT has been tested on real hardware.
## Checks
- `python3 -m unittest discover -s tests -v` includes OptiScaler INI generation, full/clean package staging and NGX-routing checker regressions. Package tests use fixture binaries and GPU-build stand-ins; real DLL loading still needs the OptiScaler/Proton harness.
- `scripts/check_environment.sh` lists the tools, GPU and Proton builds it finds.
- The D3D12 harness (`scripts/run_d3d12_dlss_harness_proton.sh`) drives DLSS outside a game.
- `D4R_HARNESS_MOTION_SCENE=1 D4R_HARNESS_SAVE_FRAMES=1` saves a temporal sequence for byte comparisons. Compare the regular output path against `D4R_SHIM_OUTPUT_PACKED=1` and/or `D4R_SHIM_INPLACE=1 VKD3D_D4R_LINEAR_TEXTURES=1`, with VRAM interop, split frames and direct output enabled; `D4R_HARNESS_OUTPUT_RGB10A2=1` selects packed output.
- `D4R_HARNESS_RECREATE_OUTPUT=1` releases and recreates the game's output texture between completed frames; compare its copy and in-place sequences to catch imported-memory handle reuse.
- `D4R_HARNESS_RECREATE=4 D4R_HARNESS_VERIFY_RECREATION=1` checks repeated feature/quality recreation. `D4R_HARNESS_SKIP_RECORDED_INPUT=1` checks discarded command-list input readiness without injecting stale history.
- Native kernels have their own validation path; see [native-kernels.md](native-kernels.md).