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