Implement native NGX feature-13 RR through a LUID-matched D3D12/Vulkan
shared-memory and timeline-fence bridge. Add owned parameter snapshots,
GPU resource lifetime handling, inherited/enhanced barriers, optional
guides, sampled input formats and depth-plane support with stencil
preservation. Separate RR initialization from the SR CUDA runtime and
expose explicit backend/model selection through player configuration.
Add synthetic bridge, snapshot and NGX lifecycle harnesses covering
camera/history/reset, parameter mutation, delayed submission, early
release, capability gating and unsupported-input rejection.
Add exact gfx11 D/E model generation, verified caches, versioned local
deployment with configuration backups, and isolated portable model
tools with pinned Python, NumPy and glslang dependencies.
Extend Windows K benchmarking and private native-cache selection.
Fix LLVM 22 emitter/helper compatibility and preserve exact-output
validation for local output-kernel optimization.
Add native FSR RR provider diagnostics, local development package
refresh tooling, installer/checker updates, FidelityFX headers and
Windows parity documentation.
Keep NVIDIA binaries, derived models and private optimized kernels out
of distributable packages. Native RR evidence remains synthetic;
game validation, FSR RR dispatch, installer integration and Linux
performance parity remain incomplete.
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.
Players extract one ZIP into the game folder, copy their two NVIDIA
DLLs, and start the game from Steam, Epic or a shortcut. No launcher
script is needed; settings live in d4r\d4r.ini.
- Shim player mode: when the launcher has not set D4R_HIP_ROOT and
d4r.ini sits beside the shim, derive the backend environment from it.
Codegen flags stay at the Windows-validated values. NVIDIA DLLs must
match an exact SHA256 in dll-pins.txt, with "you have X, you need Y"
errors. Rejects a vkd3d/Wine d3d12.dll and code objects built for
another GPU. [DLSS] Model accepts K or M and is applied by rewriting
the render preset hints.
- d4r.ini exposes only options that exist on Windows: Model, AsyncInterop,
ValidateOutput, Log, CacheDir. Invalid values fall back with a note in
d4r_nvngx.log.
- d4r_nvngx_loader: one _nvngx.dll for all GPUs. It matches the game's
adapter by LUID and loads _nvngx_<arch>.dll from the same folder.
- OptiScaler patch 0006: relative NvngxPath/NvngxDlssPath/
NvngxFeaturePath resolve against OptiScaler's folder.
- package-windows-release.ps1 builds the release from the per-target
game packages and refuses mixed targets or differing shared runtimes.
- Tests: test-player-config.ps1 (ini and DLL-pin decisions, loader
selection on the local GPU) and test-windows-release-package.ps1.
Share explicit target metadata across build/runtime/package guards, preserve native gfx11 WMMA with a Windows LDS lane exchange, select HIP devices by D3D12 LUID, and reject wrong-target/vkd3d installations before changing game files. Review all issue #10 logs and document compile-only coverage plus RX9070XT regressions.
Co-authored-by: realdody <[email protected]>
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]>