Files
d4r/scripts/windows/package-windows-release.ps1
T
ayo 247fe1092d Advance native Windows RR integration, kernel tooling and local packaging
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.
2026-10-16 12:53:26 -04:00

120 lines
8.9 KiB
PowerShell

# Builds the Windows drag-in release: extract it into the game folder and run
# install.bat for the pinned local NVIDIA dependencies. No game launcher is
# required. Inputs are the per-target game packages that
# package-windows-game.ps1 produces (the same inputs as the quick test).
[CmdletBinding()]
param(
[string]$GamePackagePrefix,
[Parameter(Mandatory=$true)][string]$LoaderDll,
[Parameter(Mandatory=$true)][string]$PackageRoot,
[string[]]$Architectures, # default: every target in gpu-targets.json; a subset makes a smaller release
[string]$ArchivePath,
[switch]$LocalDevelopment
)
$ErrorActionPreference='Stop'
. (Join-Path $PSScriptRoot 'gpu-target.ps1')
$repo=[IO.Path]::GetFullPath((Join-Path $PSScriptRoot '../..'))
if (!$GamePackagePrefix) { $GamePackagePrefix=Join-Path $repo 'dist/windows-gpu-coverage-game' }
$PackageRoot=[IO.Path]::GetFullPath($PackageRoot)
if($LocalDevelopment){
$buildRoot=[IO.Path]::GetFullPath((Join-Path $repo 'build'))+'\'
foreach($candidate in @($PackageRoot,$ArchivePath) | Where-Object { $_ }){
if(!([IO.Path]::GetFullPath($candidate)).StartsWith($buildRoot,[StringComparison]::OrdinalIgnoreCase)){
throw 'Local development packages and ZIPs must stay under ignored build/.'
}
}
}
if (Test-Path -LiteralPath $PackageRoot) { throw 'Use a new output directory to avoid mixing releases.' }
$git=Get-Command git -ErrorAction SilentlyContinue
$workingTreeDirty=(!$git -or [bool](& git -C $repo status --porcelain))
$commit=if ($git) { (& git -C $repo rev-parse HEAD).Trim() } else { $null }
if ($ArchivePath -and !$LocalDevelopment -and (!$git -or [bool](& git -C $repo status --porcelain))) { throw 'A public ZIP needs git and committed sources.' }
New-Item -ItemType Directory -Force $PackageRoot | Out-Null
$files=[Collections.Generic.List[object]]::new()
function Stage([string]$Source,[string]$Relative) {
$destination=Join-Path $PackageRoot $Relative
if (Test-Path -LiteralPath $destination) { throw "Duplicate release path: $Relative" }
New-Item -ItemType Directory -Force (Split-Path $destination) | Out-Null
Copy-Item -LiteralPath $Source -Destination $destination
$item=Get-Item -LiteralPath $destination
$files.Add(@{path=$Relative.Replace('\','/'); sha256=(Get-FileHash -LiteralPath $destination -Algorithm SHA256).Hash; version=$item.VersionInfo.FileVersion})
}
$targets=[ordered]@{}; $baseline=$null; $commonStaged=$false; $inventoryStaged=$false
$selected=@(Get-D4RGpuTargets | Where-Object { !$Architectures -or $Architectures -contains $_.architecture })
if (!$selected.Count -or ($Architectures -and $selected.Count -ne @($Architectures | Select-Object -Unique).Count)) { throw "Unknown GPU target in -Architectures: $($Architectures -join ', ')" }
foreach ($gpu in $selected) {
$arch=$gpu.architecture; $source="$GamePackagePrefix-$arch"
$metadata=Get-Content -LiteralPath (Join-Path $source 'package.json') -Raw | ConvertFrom-Json
if ($metadata.architecture -ne $arch -or ($metadata.d4rWorkingTreeDirty -and !$LocalDevelopment)) { throw "Uncommitted or wrong-target input: $source" }
if (!$baseline) { $baseline=$metadata }
if ($metadata.dlssSha256 -ne $baseline.dlssSha256 -or $metadata.zludaBuild.sourceCommit -ne $baseline.zludaBuild.sourceCommit) { throw 'Input packages do not use the same validated dependencies.' }
$objects=0
foreach ($file in $metadata.files) {
$relative=$file.path.Replace('\','/'); $path=Join-Path $source $file.path
if ((Get-FileHash -LiteralPath $path -Algorithm SHA256).Hash -ne $file.sha256) { throw "Input file changed: $source/$relative" }
if ($relative.EndsWith('.hsaco')) { Assert-D4RCodeObjectTarget $path $arch; $objects++ }
# Per-target files get target-specific names so one folder serves every GPU.
# One GPU-query tool serves every target: it reports each device's real architecture.
if ($relative -eq 'd4r/d4r_gpu_inventory.exe') { if (!$inventoryStaged) { Stage $path 'd4r/d4r_gpu_inventory.exe'; $inventoryStaged=$true } }
elseif ($relative -eq 'd4r/_nvngx.dll') { Stage $path "d4r/_nvngx_$arch.dll" }
elseif ($relative -eq 'd4r/nvapi/nvapi64.dll') { Stage $path "d4r/nvapi/$arch/nvapi64.dll" }
elseif ($relative -like 'd4r/pixel_convert_*.hsaco') { Stage $path $relative }
elseif ($relative.StartsWith('d4r/native/')) { Stage $path ("d4r/native/$arch/" + $relative.Substring('d4r/native/'.Length)) }
elseif ($relative -eq 'd4r/nvapi/backend/nvapi64.dll' -or $relative -eq 'OptiScaler.dll' -or $relative.StartsWith('licenses/') -or
($relative.StartsWith('d4r/hip/') -or $relative.StartsWith('d4r/zluda/'))) {
$public=if ($relative -eq 'OptiScaler.dll') { 'dxgi.dll' } elseif ($relative.StartsWith('licenses/')) { "d4r/$relative" } else { $relative }
if (!$commonStaged) { Stage $path $public }
elseif ((Get-FileHash -LiteralPath (Join-Path $PackageRoot $public) -Algorithm SHA256).Hash -ne $file.sha256) { throw "Shared runtime differs in $arch : $relative" }
}
# Installer-only files (launcher, PowerShell installer, docs) are not part of a drag-in install.
}
if ($objects -ne 17) { throw "Expected 17 code objects for $arch" }
$commonStaged=$true
$targets[$arch]=@{binarySourceCommit=$metadata.d4rCommit; hardwareValidation=$metadata.hardwareValidation;
nativeFp8M=[bool]$metadata.nativeFp8M; tokenLanesM=[bool]$metadata.tokenLanesM}
}
$loader=(Get-Item -LiteralPath $LoaderDll).FullName
if ([IO.Path]::GetFileName($loader) -ne 'd4r_nvngx_loader.dll') { throw 'Pass the d4r_nvngx_loader.dll built by CMake.' }
Stage $loader 'd4r/_nvngx.dll'
Stage (Join-Path $repo 'packaging/windows/OptiScaler.ini') 'OptiScaler.ini'
Stage (Join-Path $repo 'packaging/windows/d4r.ini') 'd4r/d4r.ini'
Stage (Join-Path $repo 'tools/windows/dll-pins.txt') 'd4r/dll-pins.txt'
Stage (Join-Path $repo 'tools/windows/gpu-targets.json') 'd4r/gpu-targets.json'
if (!$inventoryStaged) { throw 'No d4r/d4r_gpu_inventory.exe in the inputs; d4r-check.ps1 needs it to query the GPU.' }
foreach ($optional in @(@{source='packaging/windows/WINDOWS_README.txt'; path='WINDOWS_README.txt'},
@{source='packaging/windows/install.bat'; path='install.bat'},
@{source='scripts/windows/install-dlss.ps1'; path='install-dlss.ps1'},
@{source='scripts/windows/d4r-check.ps1'; path='d4r/d4r-check.ps1'})) {
$path=Join-Path $repo $optional.source
if (Test-Path -LiteralPath $path) { Stage $path $optional.path }
}
# Shows players where the NGX core goes; a ZIP cannot carry an empty folder.
$placeholder=Join-Path $PackageRoot 'd4r/ngx/PUT _nvngx.dll HERE.txt'
New-Item -ItemType Directory -Force (Split-Path $placeholder) | Out-Null
"Copy NVIDIA's _nvngx.dll into this folder. See WINDOWS_README.txt." | Set-Content -LiteralPath $placeholder -Encoding ASCII
$files.Add(@{path='d4r/ngx/PUT _nvngx.dll HERE.txt'; sha256=(Get-FileHash -LiteralPath $placeholder -Algorithm SHA256).Hash; version=$null})
if (Get-ChildItem -LiteralPath $PackageRoot -Recurse -File | Where-Object { $_.Name -in @('nvngx_dlss.dll','nvngx_dlssd.dll') -or ($_.Name -eq '_nvngx.dll' -and $_.DirectoryName -ne (Join-Path $PackageRoot 'd4r')) }) {
throw 'Proprietary NVIDIA binaries must not be in the release.'
}
# Read by d4r-check.ps1: every shipped file's hash, so a damaged or mixed install is reported.
$manifest=[ordered]@{schema=1; kind='windows-drag-in'; localDevelopment=[bool]$LocalDevelopment;
packageWorkingTreeDirty=[bool]$workingTreeDirty; packageCommit=$commit; binarySourceCommit=$baseline.d4rCommit;
dependencies=@{optiScalerSourceCommit=$baseline.optiScaler.sourceCommit; zludaSourceCommit=$baseline.zludaBuild.sourceCommit; hipRuntime=$baseline.hipRuntime};
targets=$targets; files=$files}
$manifest | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath (Join-Path $PackageRoot 'd4r/package.json') -Encoding UTF8
if ($ArchivePath) {
$ArchivePath=[IO.Path]::GetFullPath($ArchivePath)
if ($ArchivePath.StartsWith($PackageRoot+'\',[StringComparison]::OrdinalIgnoreCase)) { throw 'Place the ZIP outside the output directory.' }
New-Item -ItemType Directory -Force (Split-Path $ArchivePath) | Out-Null
Add-Type -AssemblyName System.IO.Compression,System.IO.Compression.FileSystem
$stream=[IO.File]::Open($ArchivePath,[IO.FileMode]::Create,[IO.FileAccess]::ReadWrite,[IO.FileShare]::None)
$archive=$null
try {
$archive=[IO.Compression.ZipArchive]::new($stream,[IO.Compression.ZipArchiveMode]::Create)
foreach ($relative in @($files.path)+@('d4r/package.json')) {
[void][IO.Compression.ZipFileExtensions]::CreateEntryFromFile($archive,(Join-Path $PackageRoot $relative),$relative,[IO.Compression.CompressionLevel]::Optimal)
}
} finally { if ($archive) { $archive.Dispose() }; $stream.Dispose() }
}
Write-Host "Windows drag-in release: $PackageRoot ($($targets.Count) GPU target(s): $($targets.Keys -join ', '); no NVIDIA DLLs)"