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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xdfnx-devandrealdody committed 2026-10-02 17:10:42 +03:00
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# Windows / RDNA4 port
Branch: `windows-rdna4`. Native Windows build targets: **gfx1200 / gfx1201**.
Branch: `windows-rdna4`. Experimental Windows build targets: **gfx1100..gfx1103,
gfx1150..gfx1154, gfx1200 / gfx1201**.
Validated physical hardware: Windows 11 x64, RX 9070 XT, **gfx1201**.
Priority: correct K, correct M, native Windows, same-frame output, then speed.
Upstream integration: [PR #11](https://github.com/countervolts/d4r/pull/11)
@@ -18,15 +19,38 @@ explicit limits; the validated package keeps conservative arithmetic.
## Milestone and gates
2026-10-02 target coverage: gfx1200 and gfx1201 now have separate host/device
builds and guarded packages. Both compile; gfx1201 passes 20 CTest gates on
RX 9070 XT, and gfx1200 passes four software-only gates. No physical gfx1200
test is available. K's new host build passes twelve finite 4K burst/recreation
frames with all six async RGB images exact. M's four new-build 4K RGB images
exactly match the previous build. The fork audit, adopted MSVC fixes,
per-target commands, validation limits and first hardware gate are maintained
in [windows-gpu-support.md](windows-gpu-support.md). RDNA3 runtime/layout changes
from the reviewed fork are not imported. K performance remains open.
2026-10-02 coverage: all eleven listed RDNA3 / RDNA3.5 / RDNA4 targets compile
with separate host/device objects and guarded packages. Only RX 9070 XT has
physical validation here; no other-target GPU workloads are executed. The
newest realdody correction informs a Windows-only gfx11 LDS half-wave exchange
preserving native gfx11 WMMA layout. gfx12 and Linux keep their original
instruction path. A shared registry drives build, runtime, ELF checks and
scripts. HIP selection matches the D3D12 LUID before selecting an ordinal,
including same-target multi-GPU systems.
Issue #10 comment 5952822115 contains 32 logs / eight attempts: all discover
RX 9060 XT / gfx1200 but reject the old gfx1201 package before NGX runtime
initialization. Three also load a vkd3d-proton D3D12 proxy. The installer now
catches these conditions before changing game files and prints one diagnostic
ZIP. The next community gate is the gfx1200 package on native D3D12; those logs
do not establish a native K/M crash. Coverage, sources, fork credit, commands
and hardware limits are in [windows-gpu-support.md](windows-gpu-support.md).
The rebuilt gfx1201 passes 20/20 CTest gates on RX 9070 XT. K completes twelve
finite 4K burst/recreation frames at 2259x1271 input, with all six async RGB
images exactly matching sync. M completes eight finite control/candidate 4K
frames, with all four candidate RGB images matching the prior build exactly.
Both log every required native layer, zero CPU frame copies and frame age 0.
All 209 compiled objects have the correct ELF target. For all nineteen gfx1201
objects, instruction/constant sections match the previous validated build.
All eleven game directories stage strict K/M baselines without NVIDIA DLLs.
An isolated gfx1201 install/restore fixture preserves original bytes; wrong
gfx1200-on-gfx1201 and dummy vkd3d-proxy fixtures refuse before game changes
and produce one diagnostic ZIP each. The real game installation is untouched.
Results: `test-results/windows-gpu-coverage`; build logs and the compile-only
matrix report: `build/windows-gpu-coverage`. No physical multi-GPU, APU or
other-target validation is claimed. K performance remains open.
**Current milestone: K performance remains open.** The latest unprofiled 4K
Silent Hill 2 scene capture records 65.250 FPS. Functional K/M and the