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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@@ -5,10 +5,11 @@ int main(int argc, char** argv) {
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using namespace d4r::diag;
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try {
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unsigned rejected = 0, objects = 0;
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for (const char* target : {"gfx1200", "gfx1201"}) {
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for (const auto& info : gpu_targets) {
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const char* target = info.architecture;
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require_gpu_target(target, target);
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require_gpu_target(std::string(target) + ":xnack-:sramecc-", target);
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for (const char* invalid : {"gfx1101", "gfx12000", "gfx1202", "gfx1250", ""}) {
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for (const char* invalid : {"gfx1030", "gfx1104", "gfx1155", "gfx1170", "gfx12000", "gfx1202", "gfx1250", ""}) {
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try { require_gpu_target(invalid, target); }
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catch (const std::exception&) { ++rejected; continue; }
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throw std::runtime_error("Invalid GPU target accepted");
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