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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@@ -0,0 +1,30 @@
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#!/usr/bin/env bash
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set -euo pipefail
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# Builds vkd3d-proton with patches/vkd3d-proton/ applied (split command lists
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# for the shim's same-frame DLSS, D4R_SHIM_SPLIT_FRAME) into OUT_DIR, which
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# the game launcher takes as D4R_VKD3D_DIR.
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# usage: build_vkd3d_proton_d4r.sh OUT_DIR
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# Env: VKD3D_PROTON_SRC (clone, default ~/.cache/d4r-vkd3d-proton),
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# VKD3D_PROTON_COMMIT (default 3dfc6f07, the base GE-Proton11-3 ships).
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if [[ $# -ne 1 ]]; then
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printf 'usage: %s OUT_DIR\n' "$0" >&2
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exit 2
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fi
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ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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OUT="$(realpath -m "$1")"
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SRC="${VKD3D_PROTON_SRC:-$HOME/.cache/d4r-vkd3d-proton}"
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COMMIT="${VKD3D_PROTON_COMMIT:-3dfc6f07}"
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BUILD="$SRC-build"
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[[ -d "$SRC/.git" ]] || git clone https://github.com/HansKristian-Work/vkd3d-proton.git "$SRC"
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# -f: the clone is a build cache; the patch is reapplied below.
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git -C "$SRC" checkout -q -f -B d4r-split "$COMMIT"
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git -C "$SRC" submodule update --init --recursive -q
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git -C "$SRC" apply "$ROOT"/patches/vkd3d-proton/*.patch
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[[ -d "$BUILD" ]] || meson setup --cross-file "$SRC/build-win64.txt" --buildtype release -Denable_tests=false "$BUILD" "$SRC"
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ninja -C "$BUILD"
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mkdir -p "$OUT"
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x86_64-w64-mingw32-strip -o "$OUT/d3d12.dll" "$BUILD/libs/d3d12/d3d12.dll"
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x86_64-w64-mingw32-strip -o "$OUT/d3d12core.dll" "$BUILD/libs/d3d12core/d3d12core.dll"
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printf 'Built %s/d3d12.dll and d3d12core.dll\n' "$OUT"
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