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
1 parent 98de8e3a3e
commit 3fa963fd1b
32 files changed
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@@ -18,6 +18,7 @@
// Only clang builtins are used (the texture tails compile with -nogpuinc -nogpulib).
#pragma once
#include <stdint.h>
#include "wave32_exchange.h"
#ifndef D4R_WMMA_LAYOUT
#if defined(__GFX12__)
@@ -56,7 +57,7 @@ WM_FN uint32_t wm_half()
// value of the lane with the same index in the other half of the wave
WM_FN uint32_t wm_other_half(uint32_t v)
{
return __builtin_amdgcn_permlanex16(v, v, 0x76543210u, 0xfedcba98u, false, false);
return d4r_wave32_other_half(v);
}
WM_FN float wm_other_half_f(float v)
{