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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@@ -107,5 +107,36 @@ try { Invoke-Package $prefix (Join-Path $OutputDirectory 'release-runtime') } ca
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if (!$rejected) { throw 'A differing shared runtime was not rejected.' }
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$results+=@{case='shared-runtime-mismatch-rejected'; passed=$true}
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# Local ZIPs may include uncommitted inputs, but remain under ignored build/ and
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# preserve all target/hash/runtime checks. This fixture is never a usable game ZIP.
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$prefix=Join-Path $OutputDirectory 'inputs/development/game'
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New-Inputs $prefix
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foreach($target in $targets){
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$metadataPath="$prefix-$($target.architecture)/package.json"
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$metadata=Get-Content -LiteralPath $metadataPath -Raw | ConvertFrom-Json
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$metadata.d4rWorkingTreeDirty=$true
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$metadata | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath $metadataPath -Encoding UTF8
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}
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$developmentRoot=Join-Path $repo ('build/release-development-fixture-'+[Guid]::NewGuid().ToString('N'))
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$zip=Join-Path $developmentRoot 'fixture.zip'
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& (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $prefix -LoaderDll $loader `
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-PackageRoot (Join-Path $developmentRoot 'package') -ArchivePath $zip -LocalDevelopment | Out-Null
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$metadata=Get-Content -LiteralPath (Join-Path $developmentRoot 'package/d4r/package.json') -Raw | ConvertFrom-Json
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if(!$metadata.localDevelopment){throw 'Local ZIP lacks development marker.'}
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$archive=[IO.Compression.ZipFile]::OpenRead($zip)
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try{
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foreach($required in @('install.bat','install-dlss.ps1','d4r/d4r.ini')){
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if(!$archive.GetEntry($required)){throw "Local ZIP lacks $required"}
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}
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}finally{$archive.Dispose()}
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$results+=@{case='local-development-zip'; passed=$true}
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$rejected=$false
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try{
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& (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $prefix -LoaderDll $loader `
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-PackageRoot (Join-Path $repo 'dist/rejected-local-fixture') -LocalDevelopment | Out-Null
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}catch{$rejected=$_.Exception.Message -match 'must stay under ignored build/'}
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if(!$rejected){throw 'Local package escaped build/.'}
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$results+=@{case='local-development-path-rejected'; passed=$true}
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$results | ConvertTo-Json | Set-Content -LiteralPath (Join-Path $OutputDirectory 'summary.json') -Encoding UTF8
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Write-Host "PASS WINDOWS_RELEASE_PACKAGE cases=$($results.Count) Report: $OutputDirectory"
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