Build native Windows packages for both RDNA4 targets
Add explicit gfx1200/gfx1201 builds, runtime selection and per-target code objects. Guard staging, packaging and installation against mixed architectures; retain gfx1201 compatibility and strict K/M arithmetic. Adapt realdody's target configuration and MSVC binary16/BOOL portability fixes from ae530b0. Do not import its forced gfx12 layout on RDNA3. Add exhaustive binary16 and C++/PowerShell target contract regressions. Validation: 20 CTest gates on RX 9070 XT; four software-only gfx1200 gates; MSVC portability compile checks; exact 4K K async and M control outputs; isolated package install/restore and mixed-target rejection tests. No physical gfx1200 validation is claimed. Co-authored-by: realdody <[email protected]>
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@@ -360,9 +360,9 @@ static void STDMETHODCALLTYPE hook_SOSetTargets(ID3D12GraphicsCommandList* self,
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return original_SOSetTargets(access.target(), start_slot, view_count, views);
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}
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using Fn_OMSetRenderTargets = void(STDMETHODCALLTYPE*)(ID3D12GraphicsCommandList* self, UINT render_target_descriptor_count, const D3D12_CPU_DESCRIPTOR_HANDLE *render_target_descriptors, WINBOOL single_descriptor_handle, const D3D12_CPU_DESCRIPTOR_HANDLE *depth_stencil_descriptor);
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using Fn_OMSetRenderTargets = void(STDMETHODCALLTYPE*)(ID3D12GraphicsCommandList* self, UINT render_target_descriptor_count, const D3D12_CPU_DESCRIPTOR_HANDLE *render_target_descriptors, BOOL single_descriptor_handle, const D3D12_CPU_DESCRIPTOR_HANDLE *depth_stencil_descriptor);
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static Fn_OMSetRenderTargets original_OMSetRenderTargets = nullptr;
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static void STDMETHODCALLTYPE hook_OMSetRenderTargets(ID3D12GraphicsCommandList* self, UINT render_target_descriptor_count, const D3D12_CPU_DESCRIPTOR_HANDLE *render_target_descriptors, WINBOOL single_descriptor_handle, const D3D12_CPU_DESCRIPTOR_HANDLE *depth_stencil_descriptor) {
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static void STDMETHODCALLTYPE hook_OMSetRenderTargets(ID3D12GraphicsCommandList* self, UINT render_target_descriptor_count, const D3D12_CPU_DESCRIPTOR_HANDLE *render_target_descriptors, BOOL single_descriptor_handle, const D3D12_CPU_DESCRIPTOR_HANDLE *depth_stencil_descriptor) {
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Access access(self);
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auto saved_render_target_descriptors = copy_values(render_target_descriptors, (single_descriptor_handle ? 1 : render_target_descriptor_count));
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auto saved_depth_stencil_descriptor = copy_values(depth_stencil_descriptor, 1);
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