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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@@ -18,6 +18,7 @@
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// Only clang builtins are used (the texture tails compile with -nogpuinc -nogpulib).
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#pragma once
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#include <stdint.h>
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#include "wave32_exchange.h"
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#ifndef D4R_WMMA_LAYOUT
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#if defined(__GFX12__)
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@@ -56,7 +57,7 @@ WM_FN uint32_t wm_half()
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// value of the lane with the same index in the other half of the wave
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WM_FN uint32_t wm_other_half(uint32_t v)
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{
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return __builtin_amdgcn_permlanex16(v, v, 0x76543210u, 0xfedcba98u, false, false);
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return d4r_wave32_other_half(v);
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}
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WM_FN float wm_other_half_f(float v)
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{
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