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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@@ -76,6 +76,8 @@ export D4R_DLSS_PTX_DIR="$BUILD/ptx"
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python3 "$ROOT/kernels/tools/extract_dlss_ptx.py" "$D4R_BUNDLE_DLSS" "$D4R_DLSS_PTX_DIR" > "$BUILD/logs/extract.log"
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build_textures() {
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local arch="$1" folder fp8 accuracy out
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# RDNA2 has no texture tails (they need WMMA); package_release.sh builds its K layers
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[[ "$arch" == gfx103* ]] && return 0
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folders=("$arch")
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[[ "$arch" == gfx12* ]] && folders+=("$arch-fp8")
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for folder in "${folders[@]}"; do
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@@ -93,7 +95,7 @@ build_textures() {
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}
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pending=()
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failed=0
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for arch in ${D4R_GPU_ARCHS:-gfx1100 gfx1101 gfx1102 gfx1103 gfx1200 gfx1201}; do
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for arch in ${D4R_GPU_ARCHS:-gfx1030 gfx1031 gfx1032 gfx1033 gfx1034 gfx1035 gfx1036 gfx1100 gfx1101 gfx1102 gfx1103 gfx1200 gfx1201}; do
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build_textures "$arch" &
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pending+=("$!")
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if (( ${#pending[@]} >= ${D4R_TEX_JOBS:-4} )); then
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