Bundle the ROCm 7.2.4 runtime in the release zip

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ayo committed 2026-09-27 18:59:07 -04:00
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@@ -84,6 +84,7 @@ In the game, pick DLSS as the upscaler (OptiScaler intercepts it). Every setting
## 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_BUNDLE_DLSS=/path/to/nvngx_dlss.dll D4R_BUNDLE_NGX=/path/to/_nvngx.dll D4R_BUNDLE_TEX=kernels/out/native \
@@ -96,7 +97,7 @@ The script:
- 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`;
- adds NVIDIA's two DLLs and the texture kernels (built from NVIDIA's PTX by `kernels/build.sh tex`);
- zips the result together with the ZLUDA and vkd3d-proton builds, `packaging/d4r.ini`, the licenses and the patches.
- 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.
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.