Advance native Windows RR integration, kernel tooling and local packaging
Implement native NGX feature-13 RR through a LUID-matched D3D12/Vulkan shared-memory and timeline-fence bridge. Add owned parameter snapshots, GPU resource lifetime handling, inherited/enhanced barriers, optional guides, sampled input formats and depth-plane support with stencil preservation. Separate RR initialization from the SR CUDA runtime and expose explicit backend/model selection through player configuration. Add synthetic bridge, snapshot and NGX lifecycle harnesses covering camera/history/reset, parameter mutation, delayed submission, early release, capability gating and unsupported-input rejection. Add exact gfx11 D/E model generation, verified caches, versioned local deployment with configuration backups, and isolated portable model tools with pinned Python, NumPy and glslang dependencies. Extend Windows K benchmarking and private native-cache selection. Fix LLVM 22 emitter/helper compatibility and preserve exact-output validation for local output-kernel optimization. Add native FSR RR provider diagnostics, local development package refresh tooling, installer/checker updates, FidelityFX headers and Windows parity documentation. Keep NVIDIA binaries, derived models and private optimized kernels out of distributable packages. Native RR evidence remains synthetic; game validation, FSR RR dispatch, installer integration and Linux performance parity remain incomplete.
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# Native Windows FSR Ray Regeneration investigation
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The native D3D12 provider check currently fails on RX 7700 XT. This does not
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implement a working Windows FSR RR backend or DLSS RR replacement.
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AMD SDK 2.3's unmodified denoiser 1.2.0.2740 loads successfully and accepts the
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provider query, but returns an empty provider list. The installed driver reports
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shader model 6.6. No context creation or denoiser dispatch follows this result.
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The DLL's Authenticode signature was valid, signed by Advanced Micro Devices;
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its SHA256 matches the Linux reference's tested binary:
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`48f1e5888ba6a0a3d59a98b9751e37c392b0f7b8c223d0082d5c1f40642879d3`.
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Linux's RDNA3 route uses vkd3d-proton, dxil-spirv scalar FP8 emulation, and
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`wmma_rdna3_workaround`. Those are not native Windows driver features. Native
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parity requires a compatible shader execution route as well as the DLSS guide
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conversion and internal SR adapter. Merely importing the Linux backend or
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selecting `Backend=fsr` would not supply those pieces.
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## Reproduce without a game
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```powershell
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./scripts/windows/setup-fsr-rr.ps1
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cmake --build build/native-engine-windows-gfx1101 --target d4r_fsr_rr_probe
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./scripts/windows/test-fsr-rr.ps1 `
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-Probe build/native-engine-windows-gfx1101/d4r_fsr_rr_probe.exe `
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-DenoiserDll .tools/fsr-rr-1.2/amd_fidelityfx_denoiser_dx12.dll `
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-OutputDirectory build/fsr-rr-new-query -QueryOnly
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```
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Use a new output folder under ignored `build/`. The wrapper pins the DLL hash,
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captures stdout/stderr, limits execution to 120 seconds, and propagates failure.
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Without `-QueryOnly`, the harness proceeds only if a provider exists: it measures
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48 synthetic frames with static/moving cameras and a reset against noise-free
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signals. A successful query alone is not execution or image-quality evidence.
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The Windows adapter helper queries the device's DXGI identity. It does not load
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Proton driver shims or modify drivers, GPU settings, or security policy.
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## Source provenance
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`tools/fsr_rr_probe.cpp`, `tools/fsr_rr_scene.h`, `tools/d4r_fsr_rr.h`, and the
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MIT-licensed FidelityFX API headers were imported from Linux reference
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`34e6b0fe71d770729000a553f79b784e9b2dc279`. The probe includes the native Windows
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identity helper instead of Linux's sysfs/vkd3d identity helper. AMD's DLL stays
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under ignored `.tools/` and is not included in source or release packages.
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Evidence: `build/fsr-rr-native-wrapper-query/probe.json`. No game was touched.
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