release: prepare 0.1.5 with RDNA2 kernels and in-game DLSS/FSR switching
- Add native preset K kernels for gfx1030–gfx1036 using software matrix products, with fast and accuracy builds and RDNA2 motion kernels. - Follow OptiScaler's DLSS and RR preset overrides, sanitize unsupported values and select the preset matching the feature's quality mode. - Enable FSR 4 under NVIDIA GPU spoofing by exposing real AMD PCI IDs to OptiScaler and FidelityFX modules; bundle AMD's loader and upscaler. - Keep K on native kernels in engine auto mode unless HIP is selected, and fall back to CUDA for M/L when shader_float8 is unavailable. - Add native-engine K GPU timings, preset recreation harness controls and regression coverage; fix the input-wait test's glibc name clash. - Update configuration, installer guidance and release documentation, simplify the README and move gameplay videos to docs/videos.md. RDNA2 kernels remain untested on RDNA2 hardware; software matrix arithmetic was validated against WMMA on RDNA3.
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@@ -56,6 +56,11 @@ __device__ __forceinline__ uint32_t lane_id()
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return __builtin_amdgcn_mbcnt_lo(~0u, 0u);
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}
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// RDNA2: the f16-accumulator WMMA variants need the instruction; the f32 path (software products) serves them
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#ifdef __GFX10__
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#undef PWIN_NATIVE_F16ACC
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#undef PWIN_F16ACC_NATIVE
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#endif
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typedef wm_op op_t; // WMMA operand: u8v (gfx11) or u4v (gfx12)
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// one k16 step with the f16 accumulator of NVIDIA's f16 wmma (rounded after the step)
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