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
60 files changed
+7168 -66

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@@ -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