Bundle the ROCm 7.2.4 runtime in the release zip
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@@ -75,7 +75,7 @@ The release zip (`scripts/package_release.sh`) is unpacked into the folder that
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**Settings.** When an `d4r.ini` sits next to the shim, the shim turns it into the same environment variables the developer launcher sets, with the release's defaults. A variable that is already set, for example in the launch options, wins. Settings for the Linux side (ZLUDA's and the bridge's) are handed to the bridge through `d4rSetEnv` right after it is loaded, before its first CUDA call.
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**Loading ROCm.** Steam runs GE-Proton 11 inside its container runtime (SteamLinuxRuntime_4), whose library search path has no ROCm. The bridge therefore:
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- loads HIP, HSA and comgr by path, from `RocmDir` (default `/opt/rocm`);
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- loads HIP, HSA and comgr by path, from `RocmDir` (default: the release's bundled `d4r/rocm`, else `/opt/rocm`);
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- looks up any dependency they lack in the host's library directories, which the container mounts under `/run/host`;
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- sets `XDG_CACHE_HOME` only while ZLUDA initialises, so ZLUDA's kernel cache goes to `~/.cache/d4r` without affecting the rest of the game.
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@@ -84,6 +84,7 @@ In the game, pick DLSS as the upscaler (OptiScaler intercepts it). Every setting
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## 7. Package a release
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```sh
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scripts/fetch_rocm_runtime.sh # -> ~/.cache/d4r-rocm-runtime (AMD's ROCm 7.2.4 runtime, checksummed)
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D4R_OPTISCALER=/path/to/OptiScaler_0.9.4.7z \
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D4R_DLSS_DLLS=/path/to/310.7/nvngx_dlss.dll:/path/to/310.9/nvngx_dlss.dll \
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D4R_BUNDLE_DLSS=/path/to/nvngx_dlss.dll D4R_BUNDLE_NGX=/path/to/_nvngx.dll D4R_BUNDLE_TEX=kernels/out/native \
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@@ -96,7 +97,7 @@ The script:
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- writes the kernel manifest from the DLLs you list (it records hashes of their PTX, nothing else);
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- stages OptiScaler as `dxgi.dll` with the settings in `packaging/optiscaler.settings`;
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- adds NVIDIA's two DLLs and the texture kernels (built from NVIDIA's PTX by `kernels/build.sh tex`);
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- zips the result together with the ZLUDA and vkd3d-proton builds, `packaging/d4r.ini`, the licenses and the patches.
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- 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.
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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.
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