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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[CmdletBinding()]
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param(
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[string[]]$GpuArchitectures,
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[ValidateSet('stable','therock')][string]$RuntimeProfile='therock',
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[string]$ZludaRoot, [string]$DlssDll,
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[switch]$PackageGames,
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[string]$BuildRoot, [string]$OutputRoot, [string]$ArchiveDirectory
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)
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$ErrorActionPreference='Stop'
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. (Join-Path $PSScriptRoot 'gpu-target.ps1')
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$repo=[IO.Path]::GetFullPath((Join-Path $PSScriptRoot '../..'))
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if (!$GpuArchitectures) { $GpuArchitectures=@(Get-D4RGpuTargets | ForEach-Object { $_.architecture }) }
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foreach ($arch in $GpuArchitectures) { [void](Get-D4RGpuTargetInfo $arch) }
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if (@($GpuArchitectures | Select-Object -Unique).Count -ne $GpuArchitectures.Count) { throw 'Duplicate GPU target.' }
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if (!$BuildRoot) { $BuildRoot=Join-Path $repo 'build/windows-gpu-coverage' }
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if (!$OutputRoot) { $OutputRoot=Join-Path $repo 'dist/windows-gpu-coverage' }
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if (!$ZludaRoot) { $ZludaRoot=Join-Path $repo 'dist/zluda-windows-final' }
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if ($ArchiveDirectory -and !$PackageGames) { throw 'ArchiveDirectory requires PackageGames.' }
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if ($PackageGames -and (!$DlssDll -or ![IO.Path]::IsPathRooted($DlssDll) -or !(Test-Path -LiteralPath $DlssDll))) {
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throw 'PackageGames requires an absolute path to your local nvngx_dlss.dll; it will not be redistributed.'
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}
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New-Item -ItemType Directory -Force $BuildRoot | Out-Null
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if ($ArchiveDirectory) { New-Item -ItemType Directory -Force $ArchiveDirectory | Out-Null }
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$results=[Collections.Generic.List[object]]::new()
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foreach ($arch in $GpuArchitectures) {
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$build="$BuildRoot-$arch"; $diag="$OutputRoot-$arch"
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$log=Join-Path $BuildRoot "$arch-build.log"
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Write-Host "Building $arch (compile/package only; no GPU workloads). Log: $log"
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& (Join-Path $PSScriptRoot 'build-windows-rdna4.ps1') -RuntimeProfile $RuntimeProfile -GpuArch $arch `
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-ZludaRoot $ZludaRoot -BuildDirectory $build -InstallDirectory $diag *> $log
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$row=[ordered]@{architecture=$arch; compiled=$true; hardwareTestExecuted=$false; buildDirectory=$build; diagnosticRoot=$diag; log=$log}
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if ($PackageGames) {
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$k="$BuildRoot-native-k-$arch"; $m="$BuildRoot-native-m-$arch"; $game="$OutputRoot-game-$arch"
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& (Join-Path $PSScriptRoot 'stage-native-k.ps1') -DlssDll $DlssDll -PackageRoot $diag -GpuArch $arch -OutputDirectory $k
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& (Join-Path $PSScriptRoot 'stage-native-m.ps1') -DlssDll $DlssDll -PackageRoot $diag -GpuArch $arch -OutputDirectory $m
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$packageArgs=@{DiagnosticRoot=$diag; GpuArch=$arch; PackageRoot=$game; ZludaRoot=$ZludaRoot; KernelKRoot=$k; KernelMRoot=$m}
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if ($ArchiveDirectory) { $packageArgs.ArchivePath=Join-Path $ArchiveDirectory "d4r-windows-$arch.zip" }
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& (Join-Path $PSScriptRoot 'package-windows-game.ps1') @packageArgs
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$row.gamePackage=$game
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}
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$results.Add($row)
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$results | ConvertTo-Json -Depth 5 | Set-Content (Join-Path $BuildRoot 'matrix-build.json') -Encoding UTF8
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Write-Host "Compiled $arch; hardware validation remains separate."
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}
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