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