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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@@ -87,7 +87,7 @@ API unsigned NVSDK_NGX_D3D12_GetFeatureRequirements(IDXGIAdapter* adapter, const
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DXGI_ADAPTER_DESC desc{}; d4r::win::dx(adapter->GetDesc(&desc), "NGX requirements adapter");
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// OptiScaler can override the DXGI vendor ID. The physical HIP
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// architecture and full adapter LUID are the authoritative identity.
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d4r::diag::HipApi hip(d4r::win::env_path("D4R_HIP_ROOT")); hipDeviceProp_t props{}; hip.select_architecture(-1,props);
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d4r::diag::HipApi hip(d4r::win::env_path("D4R_HIP_ROOT")); hipDeviceProp_t props{}; hip.select_architecture(-1,props,&desc.AdapterLuid);
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requirements->FeatureSupported = std::memcmp(&desc.AdapterLuid,props.luid,sizeof(LUID)) ? 4u : 0u;
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std::strcpy(requirements->MinOSVersion,"10.0.22000.0");
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std::printf("D4R_REQUIREMENTS feature=%u support=%u architecture=%s\n",info->FeatureID,requirements->FeatureSupported,d4r::diag::HipApi::target_arch());
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