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.
99 lines
7.1 KiB
PowerShell
99 lines
7.1 KiB
PowerShell
# Builds the Windows drag-in release: extract it into the game folder, copy
|
|
# the two NVIDIA DLLs, edit d4r\d4r.ini. Like the Linux release, no installer
|
|
# or launcher is involved. 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]$PackageRoot,
|
|
[string]$ArchivePath
|
|
)
|
|
$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 (Test-Path -LiteralPath $PackageRoot) { throw 'Use a new output directory to avoid mixing releases.' }
|
|
$git=Get-Command git -ErrorAction SilentlyContinue
|
|
$commit=if ($git) { (& git -C $repo rev-parse HEAD).Trim() } else { $null }
|
|
if ($ArchivePath -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
|
|
foreach ($gpu in Get-D4RGpuTargets) {
|
|
$arch=$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) { 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; $objects++ }
|
|
# Per-target files get target-specific names so one folder serves every GPU.
|
|
if ($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 '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 : $relative" }
|
|
}
|
|
# Installer-only files (launcher, inventory, PowerShell, docs) are not part of a drag-in install.
|
|
}
|
|
if ($objects -ne 17) { throw "Expected 17 code objects for $arch" }
|
|
$commonStaged=$true
|
|
$targets[$arch]=@{binarySourceCommit=$metadata.d4rCommit; hardwareValidation=$metadata.hardwareValidation}
|
|
}
|
|
$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 $repo 'tools/windows/dll-pins.txt') 'd4r/dll-pins.txt'
|
|
foreach ($optional in @(@{source='packaging/windows/WINDOWS_README.txt'; path='WINDOWS_README.txt'},
|
|
@{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 { $_.Name -eq 'nvngx_dlss.dll' -or ($_.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.
|
|
$manifest=[ordered]@{schema=1; kind='windows-drag-in'; packageCommit=$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 targets, no NVIDIA DLLs)"
|