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.
This commit is contained in:
ayo committed 2026-10-16 12:53:26 -04:00
1 parent 3345fffcd3
commit 247fe1092d
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@@ -2,7 +2,7 @@
; this game only. Edit it with Notepad, save, and restart the game. Mistakes are reported in
; d4r\d4r_nvngx.log and by d4r-check.ps1; an invalid value falls back to the default shown here.
;
; Engine inference and Ray Reconstruction are not yet integrated in this Windows build.
; Native Ray Reconstruction is experimental and requires a locally generated D/E model.
[DLSS]
; DLSS model:
@@ -40,8 +40,19 @@ Log = normal
; Folder for the compiled DLSS kernels. auto = %LOCALAPPDATA%\d4r\cache. The first launch fills it
; and can take several minutes; later launches are quick.
CacheDir = auto
; Optional complete private native kernel directory, generated locally from your DLLs.
; auto uses the packaged kernels. Relative paths resolve beside this d4r.ini.
NativeDir = auto
[Kernels]
; Experimental RDNA4 only. Requires a matching token-lane FP8 M bundle; startup refuses this
; setting if d4r/native/<gfx12>/d4r-native-fp8.txt is absent. Default keeps the FP16 path.
NativeFp8 = false
[RayReconstruction]
; off is the default. native uses the local Vulkan RR engine through native D3D12.
; fsr is currently unavailable and rejects RR requests. No fallback to noisy upscaling.
Backend = off
; auto selects d4r/engine/rr-d. Relative paths resolve beside this d4r.ini.
; Generate the D/E model locally; model data is not bundled in the ZIP.
ModelDir = auto