feat: add d4r inference engines and Windows parity tooling
Add native K/M/RR inference engines, HIP kernels, replay and validation harnesses, and Windows DLSS setup and runtime support. Include GPU profiling tools, build and packaging scripts, platform integration patches, and implementation documentation.
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d4r Windows quick test
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======================
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This private test package supports native Windows D3D12 on the GPU target in
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its manifest. It needs the matching original NVIDIA _nvngx.dll and
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nvngx_dlss.dll supplied by the tester. Those DLLs are not in d4r source or
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public packages.
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Run START-K.cmd, START-M.cmd, START-E.cmd, or START-L.cmd. The launcher checks
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the package hashes, detects the real HIP target, and rejects a package/GPU
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mismatch before changing the game folder. It backs up only files it replaces
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in .d4r-backup. The run lasts up to 180 seconds by default; use the PowerShell
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launcher with -RunSeconds to choose another bounded run.
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Preset E uses NGX preset 5 and has no native Windows CNN kernels. K uses preset
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11 and the native K transformer. L uses preset 12 and currently relies on the
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M-family Swin layers plus translated texture kernels. M uses preset 13. E and L
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are experimental Windows paths; a selected hint or successful DLL load is not
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frame proof. Reports must show completed DLSS frames and output checks.
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After the game exits, run RESTORE-GAME.cmd before using the game normally. The
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restore checks installed-file hashes and restores only the entries recorded in
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.d4r-backup. It preserves unrelated mods, shared loaders, game files and saves.
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Keep the printed diagnostic ZIP for any failed or inconclusive run.
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Do not enable async interop for first tests. Do not change drivers, TDR values,
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Windows security policy or GPU tuning as part of this test.
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