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
+494 -162

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@@ -94,9 +94,9 @@ struct Runtime {
if (!d3d) throw std::runtime_error("Null D3D12 device");
try {
hipDeviceProp_t props{};
hip.select_architecture(-1, props);
hip.verbose = cuda.verbose = !std::getenv("D4R_QUIET_API");
const auto luid = adapter_luid(d3d);
hip.select_architecture(-1, props, &luid);
hip.verbose = cuda.verbose = !std::getenv("D4R_QUIET_API");
if (std::memcmp(&luid, props.luid, sizeof(luid))) throw std::runtime_error("D3D12/HIP LUID mismatch");
cuda.check(cuda.cuInit(0), "cuInit(Windows runtime)");
int count = 0; cuda.check(cuda.cuDeviceGetCount(&count), "cuDeviceGetCount");