Fix VRAM leak on quality changes and RGBA16 motion vectors; more games
- Shim: reuse VRAM interop buffers across features instead of freeing them; ROCm 7.2.x's hipExternalMemoryGetMappedBuffer retains its view twice, so freed buffers never released their memory (~130 MB per quality change) - Bridge: close the exported fd after hipImportExternalMemory - Shim: accept R16G16B16A16_TYPELESS motion vectors and convert 4-channel motion vectors to RG16F on the GPU, keeping VRAM interop (Dying Light: The Beast rendered black) - Harness: D4R_HARNESS_RECREATE=N quality-change cycles, D4R_HARNESS_MV_RGBA16=1 motion vector format - Supported games: TLOU, Control, Cyberpunk 2077, Rift Apart, HZD Remastered, Subnautica 2, Alan Wake 2, Silent Hill 2, Dying Light: The Beast; general notes - README: GPU support section (native kernels only for gfx1101); ignore videos/
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@@ -23,6 +23,7 @@ __pycache__/
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/Archive.zip
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/vkd3d-proton.cache
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.vscode/
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videos/
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# Machine-specific notes, CI runner setup, local experiments, benchmark automation (kept locally, never published)
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/private/
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@@ -32,4 +33,4 @@ __pycache__/
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/kernels/out/
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*.hsaco
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*.ptx
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/kernels/extracted/
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/kernels/extracted/
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