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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@@ -4,6 +4,7 @@
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#include <fstream>
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#include <stdexcept>
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#include <string>
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#include "gpu_targets.generated.h"
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#ifndef D4R_TARGET_ARCH
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#define D4R_TARGET_ARCH "gfx1201"
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@@ -11,7 +12,8 @@
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namespace d4r::diag {
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inline bool supported_gpu_target(const std::string& target) {
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return target == "gfx1200" || target == "gfx1201";
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for (const auto& row : gpu_targets) if (target == row.architecture) return true;
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return false;
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}
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inline std::string gpu_architecture(const std::string& name) {
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return name.substr(0, name.find(':'));
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@@ -29,11 +31,8 @@ inline std::string code_object_target(const std::filesystem::path& path) {
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header[0] != 0x7f || header[1] != 'E' || header[2] != 'L' || header[3] != 'F' ||
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header[4] != 2 || header[5] != 1 || header[18] != 0xe0 || header[19] != 0)
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throw std::runtime_error("Invalid AMDGPU ELF64 code object: " + path.string());
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switch (header[48]) {
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case 0x48: return "gfx1200";
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case 0x4e: return "gfx1201";
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default: throw std::runtime_error("Unsupported AMDGPU code-object target: " + path.string());
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}
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for (const auto& row : gpu_targets) if (header[48] == row.elf_machine) return row.architecture;
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throw std::runtime_error("Unsupported AMDGPU code-object target: " + path.string());
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}
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inline void require_code_object_target(const std::filesystem::path& path, const std::string& expected) {
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require_gpu_target(code_object_target(path), expected);
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