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:
1 parent
3345fffcd3
commit
247fe1092d
60 files changed
+7168
-66
No files matched your search
@@ -1,6 +1,6 @@
|
||||
# Builds the Windows drag-in release: extract it into the game folder, copy
|
||||
# the two NVIDIA DLLs, edit d4r\d4r.ini. Like the Linux release, no installer
|
||||
# or launcher is involved. Inputs are the per-target game packages that
|
||||
# Builds the Windows drag-in release: extract it into the game folder and run
|
||||
# install.bat for the pinned local NVIDIA dependencies. No game launcher is
|
||||
# required. Inputs are the per-target game packages that
|
||||
# package-windows-game.ps1 produces (the same inputs as the quick test).
|
||||
[CmdletBinding()]
|
||||
param(
|
||||
@@ -8,17 +8,27 @@ param(
|
||||
[Parameter(Mandatory=$true)][string]$LoaderDll,
|
||||
[Parameter(Mandatory=$true)][string]$PackageRoot,
|
||||
[string[]]$Architectures, # default: every target in gpu-targets.json; a subset makes a smaller release
|
||||
[string]$ArchivePath
|
||||
[string]$ArchivePath,
|
||||
[switch]$LocalDevelopment
|
||||
)
|
||||
$ErrorActionPreference='Stop'
|
||||
. (Join-Path $PSScriptRoot 'gpu-target.ps1')
|
||||
$repo=[IO.Path]::GetFullPath((Join-Path $PSScriptRoot '../..'))
|
||||
if (!$GamePackagePrefix) { $GamePackagePrefix=Join-Path $repo 'dist/windows-gpu-coverage-game' }
|
||||
$PackageRoot=[IO.Path]::GetFullPath($PackageRoot)
|
||||
if($LocalDevelopment){
|
||||
$buildRoot=[IO.Path]::GetFullPath((Join-Path $repo 'build'))+'\'
|
||||
foreach($candidate in @($PackageRoot,$ArchivePath) | Where-Object { $_ }){
|
||||
if(!([IO.Path]::GetFullPath($candidate)).StartsWith($buildRoot,[StringComparison]::OrdinalIgnoreCase)){
|
||||
throw 'Local development packages and ZIPs must stay under ignored build/.'
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Test-Path -LiteralPath $PackageRoot) { throw 'Use a new output directory to avoid mixing releases.' }
|
||||
$git=Get-Command git -ErrorAction SilentlyContinue
|
||||
$workingTreeDirty=(!$git -or [bool](& git -C $repo status --porcelain))
|
||||
$commit=if ($git) { (& git -C $repo rev-parse HEAD).Trim() } else { $null }
|
||||
if ($ArchivePath -and (!$git -or [bool](& git -C $repo status --porcelain))) { throw 'A public ZIP needs git and committed sources.' }
|
||||
if ($ArchivePath -and !$LocalDevelopment -and (!$git -or [bool](& git -C $repo status --porcelain))) { throw 'A public ZIP needs git and committed sources.' }
|
||||
New-Item -ItemType Directory -Force $PackageRoot | Out-Null
|
||||
$files=[Collections.Generic.List[object]]::new()
|
||||
function Stage([string]$Source,[string]$Relative) {
|
||||
@@ -35,7 +45,7 @@ if (!$selected.Count -or ($Architectures -and $selected.Count -ne @($Architectur
|
||||
foreach ($gpu in $selected) {
|
||||
$arch=$gpu.architecture; $source="$GamePackagePrefix-$arch"
|
||||
$metadata=Get-Content -LiteralPath (Join-Path $source 'package.json') -Raw | ConvertFrom-Json
|
||||
if ($metadata.architecture -ne $arch -or $metadata.d4rWorkingTreeDirty) { throw "Uncommitted or wrong-target input: $source" }
|
||||
if ($metadata.architecture -ne $arch -or ($metadata.d4rWorkingTreeDirty -and !$LocalDevelopment)) { throw "Uncommitted or wrong-target input: $source" }
|
||||
if (!$baseline) { $baseline=$metadata }
|
||||
if ($metadata.dlssSha256 -ne $baseline.dlssSha256 -or $metadata.zludaBuild.sourceCommit -ne $baseline.zludaBuild.sourceCommit) { throw 'Input packages do not use the same validated dependencies.' }
|
||||
$objects=0
|
||||
@@ -83,11 +93,12 @@ $placeholder=Join-Path $PackageRoot 'd4r/ngx/PUT _nvngx.dll HERE.txt'
|
||||
New-Item -ItemType Directory -Force (Split-Path $placeholder) | Out-Null
|
||||
"Copy NVIDIA's _nvngx.dll into this folder. See WINDOWS_README.txt." | Set-Content -LiteralPath $placeholder -Encoding ASCII
|
||||
$files.Add(@{path='d4r/ngx/PUT _nvngx.dll HERE.txt'; sha256=(Get-FileHash -LiteralPath $placeholder -Algorithm SHA256).Hash; version=$null})
|
||||
if (Get-ChildItem -LiteralPath $PackageRoot -Recurse -File | Where-Object { $_.Name -eq 'nvngx_dlss.dll' -or ($_.Name -eq '_nvngx.dll' -and $_.DirectoryName -ne (Join-Path $PackageRoot 'd4r')) }) {
|
||||
if (Get-ChildItem -LiteralPath $PackageRoot -Recurse -File | Where-Object { $_.Name -in @('nvngx_dlss.dll','nvngx_dlssd.dll') -or ($_.Name -eq '_nvngx.dll' -and $_.DirectoryName -ne (Join-Path $PackageRoot 'd4r')) }) {
|
||||
throw 'Proprietary NVIDIA binaries must not be in the release.'
|
||||
}
|
||||
# Read by d4r-check.ps1: every shipped file's hash, so a damaged or mixed install is reported.
|
||||
$manifest=[ordered]@{schema=1; kind='windows-drag-in'; packageCommit=$commit; binarySourceCommit=$baseline.d4rCommit;
|
||||
$manifest=[ordered]@{schema=1; kind='windows-drag-in'; localDevelopment=[bool]$LocalDevelopment;
|
||||
packageWorkingTreeDirty=[bool]$workingTreeDirty; packageCommit=$commit; binarySourceCommit=$baseline.d4rCommit;
|
||||
dependencies=@{optiScalerSourceCommit=$baseline.optiScaler.sourceCommit; zludaSourceCommit=$baseline.zludaBuild.sourceCommit; hipRuntime=$baseline.hipRuntime};
|
||||
targets=$targets; files=$files}
|
||||
$manifest | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath (Join-Path $PackageRoot 'd4r/package.json') -Encoding UTF8
|
||||
|
||||
Reference in new issue
Block a user