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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@@ -125,13 +125,13 @@ struct Feature {
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uint32_t words[4] = {0, 3, 4, 5}, markers[4] = {6, 3, 4, 5};
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Feature* current;
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int drains = 0, drainResult = 0;
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int sync() {
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int drain_sync() { // not sync(): glibc's <unistd.h> declares void sync()
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++drains;
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assert(words[2] == 7); // drain may only run after the CPU released the blocked queue
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assert(current->ngxWaitActive); // ticket and input ownership survive the drain
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return drainResult;
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}
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struct { struct { int(*ctxSynchronize)() = sync; void(*timelineCancel)(void*) = nullptr; } cu; } g;
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struct { struct { int(*ctxSynchronize)() = drain_sync; void(*timelineCancel)(void*) = nullptr; } cu; } g;
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''' + release + '\n' + complete + r'''
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int main() {
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Feature f; f.ngxInputSync.mapped = words; current = &f;
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