Enable experimental native Windows RDNA3 and RDNA4 targets
Share explicit target metadata across build/runtime/package guards, preserve native gfx11 WMMA with a Windows LDS lane exchange, select HIP devices by D3D12 LUID, and reject wrong-target/vkd3d installations before changing game files. Review all issue #10 logs and document compile-only coverage plus RX9070XT regressions. Co-authored-by: realdody <[email protected]>
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# Windows / RDNA4 port
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Branch: `windows-rdna4`. Native Windows build targets: **gfx1200 / gfx1201**.
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Branch: `windows-rdna4`. Experimental Windows build targets: **gfx1100..gfx1103,
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gfx1150..gfx1154, gfx1200 / gfx1201**.
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Validated physical hardware: Windows 11 x64, RX 9070 XT, **gfx1201**.
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Priority: correct K, correct M, native Windows, same-frame output, then speed.
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Upstream integration: [PR #11](https://github.com/countervolts/d4r/pull/11)
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@@ -18,15 +19,38 @@ explicit limits; the validated package keeps conservative arithmetic.
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## Milestone and gates
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2026-10-02 target coverage: gfx1200 and gfx1201 now have separate host/device
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builds and guarded packages. Both compile; gfx1201 passes 20 CTest gates on
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RX 9070 XT, and gfx1200 passes four software-only gates. No physical gfx1200
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test is available. K's new host build passes twelve finite 4K burst/recreation
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frames with all six async RGB images exact. M's four new-build 4K RGB images
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exactly match the previous build. The fork audit, adopted MSVC fixes,
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per-target commands, validation limits and first hardware gate are maintained
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in [windows-gpu-support.md](windows-gpu-support.md). RDNA3 runtime/layout changes
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from the reviewed fork are not imported. K performance remains open.
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2026-10-02 coverage: all eleven listed RDNA3 / RDNA3.5 / RDNA4 targets compile
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with separate host/device objects and guarded packages. Only RX 9070 XT has
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physical validation here; no other-target GPU workloads are executed. The
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newest realdody correction informs a Windows-only gfx11 LDS half-wave exchange
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preserving native gfx11 WMMA layout. gfx12 and Linux keep their original
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instruction path. A shared registry drives build, runtime, ELF checks and
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scripts. HIP selection matches the D3D12 LUID before selecting an ordinal,
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including same-target multi-GPU systems.
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Issue #10 comment 5952822115 contains 32 logs / eight attempts: all discover
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RX 9060 XT / gfx1200 but reject the old gfx1201 package before NGX runtime
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initialization. Three also load a vkd3d-proton D3D12 proxy. The installer now
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catches these conditions before changing game files and prints one diagnostic
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ZIP. The next community gate is the gfx1200 package on native D3D12; those logs
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do not establish a native K/M crash. Coverage, sources, fork credit, commands
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and hardware limits are in [windows-gpu-support.md](windows-gpu-support.md).
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The rebuilt gfx1201 passes 20/20 CTest gates on RX 9070 XT. K completes twelve
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finite 4K burst/recreation frames at 2259x1271 input, with all six async RGB
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images exactly matching sync. M completes eight finite control/candidate 4K
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frames, with all four candidate RGB images matching the prior build exactly.
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Both log every required native layer, zero CPU frame copies and frame age 0.
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All 209 compiled objects have the correct ELF target. For all nineteen gfx1201
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objects, instruction/constant sections match the previous validated build.
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All eleven game directories stage strict K/M baselines without NVIDIA DLLs.
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An isolated gfx1201 install/restore fixture preserves original bytes; wrong
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gfx1200-on-gfx1201 and dummy vkd3d-proxy fixtures refuse before game changes
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and produce one diagnostic ZIP each. The real game installation is untouched.
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Results: `test-results/windows-gpu-coverage`; build logs and the compile-only
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matrix report: `build/windows-gpu-coverage`. No physical multi-GPU, APU or
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other-target validation is claimed. K performance remains open.
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**Current milestone: K performance remains open.** The latest unprofiled 4K
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Silent Hill 2 scene capture records 65.250 FPS. Functional K/M and the
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