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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#pragma once
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <cstdio>
#include <string>
// Native Windows uses the installed driver's normal D3D12 path. Do not import
// Proton's amdxc64 shim or Linux PCI/sysfs discovery into this process.
inline bool d4r_fsr_rr_driver_extension(ID3D12Device* device, std::string& detail)
{
LUID luid{};
device->GetAdapterLuid(&luid);
IDXGIFactory4* factory = nullptr;
if (FAILED(CreateDXGIFactory2(0, IID_PPV_ARGS(&factory)))) {
detail = "native Windows: DXGI factory query failed";
return false;
}
IDXGIAdapter1* adapter = nullptr;
const HRESULT result = factory->EnumAdapterByLuid(luid, IID_PPV_ARGS(&adapter));
factory->Release();
if (FAILED(result)) {
detail = "native Windows: device adapter query failed";
return false;
}
DXGI_ADAPTER_DESC1 desc{};
const HRESULT described = adapter->GetDesc1(&desc);
adapter->Release();
if (FAILED(described)) {
detail = "native Windows: adapter description failed";
return false;
}
char text[160];
std::snprintf(text, sizeof(text), "native Windows DXGI %04x:%04x; installed D3D12 driver path",
desc.VendorId, desc.DeviceId);
detail = text;
return true;
}