Add redistribution guard

scripts/check_redistributable.py refuses NVIDIA binaries (by name and
version resource), NGX SDK headers, PTX and code objects, PTX translations
(marked by ptx2glsl.py/condense.py) and the engine's model data in the
repository, and in each release variant (clean/installer/full) whatever
that variant does not contain. package_release.sh runs it before zipping;
scripts/git-hooks/pre-commit runs it locally.

Signed-off-by: woutermans <[email protected]>
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woutermans committed 2026-10-10 20:54:31 +02:00
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# Unreleased
- `scripts/check_redistributable.py` refuses NVIDIA's binaries, NGX SDK headers, PTX and code objects, d4r's PTX translations and the engine's model data. `scripts/package_release.sh` runs it on every release before zipping, CI runs it on every push and pull request, and `git config core.hooksPath scripts/git-hooks` runs it before each commit. `LEGAL.md` describes what d4r publishes; `CONTRIBUTING.md` requires signed-off commits.
- `scripts/check_redistributable.py` refuses NVIDIA's binaries, NGX SDK headers, PTX and code objects, d4r's PTX translations and the engine's model data. `scripts/package_release.sh` runs it on every release before zipping, and `git config core.hooksPath scripts/git-hooks` runs it before each commit.
- Native engine fixes: the K adapter now passes the game's exposure scale to the exposure shader (it was silently ignored); the HIP network's shared buffers are reused across feature recreation instead of leaking their ROCm mapping (21 → 6 imports over seven K features in the harness); `hipnet.bin` must belong to the preset being created; an M-only game no longer loads the K model; `scripts/install_d4r_runtime.sh` stages `engine/k-ldr` and each model's `hip/` folder.
- Native engine, preset K: output is now byte-identical to the CUDA reference over an eleven-frame sequence at Quality (1706×960 → 2560×1440, native HIP network, RX 9070 XT), where later frames previously fell to 47–51 dB. The engine now selects NGX's reconstruction table by upscaling ratio instead of using one table for every ratio, and two rounding-order differences in the input and output stages are gone. K models must be rebuilt (`prepare_k.py`, `compile_k.py`); older packages still load and behave as before.
- Native engine, wider game coverage (K packages must be rebuilt with the current `compile_k.py`, marker `D4RO0003`; older packages keep refusing the new cases with a logged reason):