Files
d4r/scripts/package_release.sh
T
ayo 0e851b7f90 release: prepare 0.1.5 with RDNA2 kernels and in-game DLSS/FSR switching
- Add native preset K kernels for gfx1030–gfx1036 using software matrix
  products, with fast and accuracy builds and RDNA2 motion kernels.
- Follow OptiScaler's DLSS and RR preset overrides, sanitize unsupported
  values and select the preset matching the feature's quality mode.
- Enable FSR 4 under NVIDIA GPU spoofing by exposing real AMD PCI IDs
  to OptiScaler and FidelityFX modules; bundle AMD's loader and upscaler.
- Keep K on native kernels in engine auto mode unless HIP is selected,
  and fall back to CUDA for M/L when shader_float8 is unavailable.
- Add native-engine K GPU timings, preset recreation harness controls
  and regression coverage; fix the input-wait test's glibc name clash.
- Update configuration, installer guidance and release documentation,
  simplify the README and move gameplay videos to docs/videos.md.

RDNA2 kernels remain untested on RDNA2 hardware; software matrix
arithmetic was validated against WMMA on RDNA3.
2026-10-17 16:05:09 -04:00

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#!/usr/bin/env bash
# Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
# Builds the drag-in release: a zip whose contents are extracted into the folder that holds a game's
# main .exe, like an OptiScaler release. packaging/D4R_README.txt describes the result.
#
# usage: scripts/package_release.sh [OUT_DIR] (default: dist/)
#
# Inputs (environment):
# D4R_OPTISCALER OptiScaler release archive (.7z or .zip) or extracted folder (required; 0.9.4 tested)
# D4R_INSTALL_MODE proxy (default), or asi: add-on for an existing OptiScaler install
# D4R_DLSS_DLLS colon-separated nvngx_dlss.dll files whose kernel code the native kernels accept
# (required; only hashes of their PTX go into the release)
# D4R_ZLUDA_DIR ZLUDA build with patches/zluda applied (libnvcuda.so) default ~/.cache/d4r-zluda-current
# D4R_VKD3D_DIR d4r-patched vkd3d-proton (d3d12.dll, d3d12core.dll) default ~/.cache/d4r-vkd3d-d4r
# D4R_ROCM_DIR ROCm with clang, for the kernels default /opt/rocm
# D4R_ROCM_RUNTIME ROCm runtime bundled as d4r/rocm (scripts/fetch_rocm_runtime.sh)
# default ~/.cache/d4r-rocm-runtime
# D4R_MAX_GLIBC highest GLIBC ABI the Linux libraries may require default 2.41
# D4R_GPU_ARCHS GPU targets to build kernels for default gfx1030-gfx1036 (K only), gfx1100-gfx1103, gfx1200, gfx1201
# (RDNA4 targets also get a <target>-fp8 folder: the kernels for d4r.ini NativeFp8 = on)
# D4R_OPTISCALER_LICENSE OptiScaler's LICENSE (GPL-3.0) text; default: system SPDX or common-licenses copy
# D4R_VKD3D_SRC vkd3d-proton source checkout, for its license files default ~/.cache/d4r-vkd3d-proton
# D4R_ZLUDA_SRC ZLUDA source checkout, for its license files default: D4R_ZLUDA_DIR's ../d4r-zluda-upstream
# SOURCE_DATE_EPOCH timestamp given to every packaged file default: the last commit's
# D4R_BUILD_INFO optional build-toolchain/provenance text to include in d4r/source/
# D4R_PACKAGE_KERNEL_JOBS independent target builds at once (default 1)
# The zip contains texture kernels built from NVIDIA's PTX; redistributing
# those is up to whoever publishes it (they are not covered by d4r's license):
# D4R_BUNDLE_DLSS local nvngx_dlss.dll for texture builds (pinned by install.sh in installer mode)
# D4R_BUNDLE_NGX local _nvngx.dll (only required for D4R_BUNDLE_NVIDIA=1)
# D4R_BUNDLE_DLSSD optional nvngx_dlssd.dll to include for Ray Reconstruction (full variant only)
# D4R_BUNDLE_TEX directory with texture-kernel code objects (kernels/build.sh tex), one subdirectory
# per target folder (gfx1101, gfx1201, gfx1201-fp8, ...), or a flat gfx1101 directory for
# older builds
# Accuracy texture sets go in accuracy/<target>/, built with D4R_PREFER_ACCURACY=1.
# D4R_ZLUDA_EMIT d4r_emit from the patched ZLUDA build; required in full builds when an accuracy
# texture set or L's unfolded texture variants are not supplied in D4R_BUNDLE_TEX.
# D4R_BUNDLE_ENGINE optional: the native engine's preset K model (the folder engine/compile_k.py wrote),
# packaged as d4r/engine/k for d4r.ini [Engine]. Only d4r's shaders are taken from it: the
# weights and reconstruction table are values read from NVIDIA's DLSS and are never packaged,
# in any variant. Users produce them from their own nvngx_dlss.dll (engine/README.md).
# D4R_BUNDLE_NVIDIA=installer (default) ships install.sh instead of NVIDIA DLLs, retaining texture kernels.
# D4R_BUNDLE_NVIDIA=1 bundles both DLLs; =0 omits DLLs and texture kernels (nonvidia ZIP).
set -euo pipefail
ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
OUT="$(realpath -m "${1:-$ROOT/dist}")"
VERSION="$(cat "$ROOT/packaging/VERSION")"
case "${D4R_BUNDLE_NVIDIA:-installer}" in
installer) VARIANT=installer ;;
1) VARIANT=full ;;
0) VARIANT=clean ;;
*) echo "D4R_BUNDLE_NVIDIA must be installer, 1 or 0" >&2; exit 2 ;;
esac
NAME="d4r-$VERSION"
[[ "$VARIANT" == clean ]] && NAME="$NAME-nonvidia"
INSTALL_MODE="${D4R_INSTALL_MODE:-proxy}"
case "$INSTALL_MODE" in
proxy) ;;
asi) NAME="$NAME-asi" ;;
*) echo "D4R_INSTALL_MODE must be proxy or asi" >&2; exit 2 ;;
esac
STAGE="$OUT/$NAME"
ZLUDA="${D4R_ZLUDA_DIR:-$HOME/.cache/d4r-zluda-current}"
VKD3D="${D4R_VKD3D_DIR:-$HOME/.cache/d4r-vkd3d-d4r}"
ROCM="${D4R_ROCM_DIR:-/opt/rocm}"
ROCM_RUNTIME="${D4R_ROCM_RUNTIME:-$HOME/.cache/d4r-rocm-runtime}"
ARCHS="${D4R_GPU_ARCHS:-gfx1030 gfx1031 gfx1032 gfx1033 gfx1034 gfx1035 gfx1036 gfx1100 gfx1101 gfx1102 gfx1103 gfx1200 gfx1201}"
if [[ "$INSTALL_MODE" == proxy ]]; then
: "${D4R_OPTISCALER:?set D4R_OPTISCALER to the OptiScaler release archive or folder}"
fi
: "${D4R_DLSS_DLLS:?set D4R_DLSS_DLLS to the nvngx_dlss.dll files the kernel manifest accepts}"
for f in "$ZLUDA/libnvcuda.so" "$VKD3D/d3d12.dll" "$VKD3D/d3d12core.dll" "$ROCM_RUNTIME/lib/libamdhip64.so.7"; do
[[ -f "$f" ]] || { echo "missing $f (the ROCm runtime comes from scripts/fetch_rocm_runtime.sh)" >&2; exit 2; }
done
OPTISCALER_LICENSE="${D4R_OPTISCALER_LICENSE:-/usr/share/licenses/spdx/GPL-3.0-only.txt}"
[[ -n "${D4R_OPTISCALER_LICENSE:-}" || -f "$OPTISCALER_LICENSE" ]] || OPTISCALER_LICENSE=/usr/share/common-licenses/GPL-3
[[ -f "$OPTISCALER_LICENSE" ]] || { echo "missing OptiScaler GPL-3.0 license; set D4R_OPTISCALER_LICENSE to an existing file" >&2; exit 2; }
# D4R_SKIP_BUILD=1 packages the shim and bridge already in build/ (e.g. the binaries that were tested)
if [[ "${D4R_SKIP_BUILD:-0}" != 1 ]]; then
"$ROOT/scripts/build_d4r_nvngx_shim.sh" >/dev/null
"$ROOT/scripts/build_wine_nvcuda_bridge.sh" >/dev/null
fi
rm -rf "$STAGE"
mkdir -p "$STAGE/d4r/zluda" "$STAGE/d4r/rocm" "$STAGE/d4r/ngx" "$STAGE/d4r/kernels" "$STAGE/d4r/licenses" "$STAGE/d4r/source"
TMP="$(mktemp -d)"
trap 'rm -rf "$TMP"' EXIT
# OptiScaler, as dxgi.dll with its INI preconfigured for d4r
if [[ "$INSTALL_MODE" == proxy ]]; then
if [[ -d "$D4R_OPTISCALER" ]]; then
OPTI="$D4R_OPTISCALER"
else
OPTI="$TMP/optiscaler"
mkdir -p "$OPTI"
case "$D4R_OPTISCALER" in
*.7z) 7z x -y -o"$OPTI" "$D4R_OPTISCALER" >/dev/null ;;
*.zip) unzip -q -o "$D4R_OPTISCALER" -d "$OPTI" ;;
*) echo "D4R_OPTISCALER must be a .7z, a .zip or a folder" >&2; exit 2 ;;
esac
fi
cp "$OPTI/OptiScaler.dll" "$STAGE/dxgi.dll"
python3 "$ROOT/scripts/configure_optiscaler.py" \
"$OPTI/OptiScaler.ini" "$ROOT/packaging/optiscaler.settings" "$STAGE/OptiScaler.ini"
# AMD's FidelityFX loader and upscaler (MIT) from the OptiScaler release, beside OptiScaler: its "FSR 3.X/4"
# upscaler. FSR 4 on RDNA3/RDNA4 comes from Proton's amdxcffx64.dll; the shim gives OptiScaler and these
# modules the real GPU identity (tools/d4r_fsr4_identity.h).
for ffx in amd_fidelityfx_dx12.dll amd_fidelityfx_upscaler_dx12.dll; do
[[ -f "$OPTI/$ffx" ]] || { echo "the OptiScaler release has no $ffx" >&2; exit 2; }
cp "$OPTI/$ffx" "$STAGE/$ffx"
done
cp "$OPTI/Licenses/FidelityFX_v2_LICENSE.md" "$STAGE/d4r/licenses/FidelityFX-LICENSE.txt"
else
cp "$ROOT/build/d4r-setup.exe" "$STAGE/d4r/d4r-setup.exe"
# Same NGX exports and implementation, delivered through the ASI loader.
# A custom plugin path requires placing this file in that existing folder.
cp "$ROOT/build/d4r_nvngx.dll" "$STAGE/d4r.asi"
fi
# d4r-patched vkd3d-proton: same-frame DLSS results
if [[ "$INSTALL_MODE" == asi ]]; then
python3 "$ROOT/scripts/private_d3d12_core.py" "$VKD3D/d3d12.dll" "$STAGE/d4r/d3d12.dll"
cp "$VKD3D/d3d12core.dll" "$STAGE/d4r/d4r12core.dll"
else
cp "$VKD3D/d3d12.dll" "$VKD3D/d3d12core.dll" "$STAGE/"
fi
# d4r itself
cp "$ROOT/build/d4r_nvngx.dll" "$STAGE/d4r/nvngx.dll"
cp "$ROOT/build/wine-nvcuda/x86_64-unix/nvcuda.dll.so" "$STAGE/d4r/nvcuda.dll"
cp "$ZLUDA/libnvcuda.so" "$STAGE/d4r/zluda/libcuda.so"
cp -r "$ROCM_RUNTIME/lib" "$STAGE/d4r/rocm/lib"
"$ROOT/scripts/check_glibc_compat.sh" "${D4R_MAX_GLIBC:-2.41}" \
"$STAGE/d4r/nvcuda.dll" "$STAGE/d4r/zluda/libcuda.so" "$STAGE/d4r/rocm/lib/"*
cp "$ROOT/packaging/d4r.ini" "$STAGE/d4r/d4r.ini"
cp "$ROOT/packaging/d4r-check.sh" "$STAGE/d4r/d4r-check.sh"
# AMD FSR Ray Regeneration 1.2 for [RayReconstruction] Backend = fsr: AMD's unmodified denoiser DLL (MIT)
if [[ -n "${D4R_BUNDLE_FSR_RR_DLL:-}" ]]; then
cp "$D4R_BUNDLE_FSR_RR_DLL" "$STAGE/d4r/amd_fidelityfx_denoiser_dx12.dll"
cp "$ROOT/third_party/fidelityfx/LICENSE.txt" "$STAGE/d4r/licenses/FidelityFX-LICENSE.txt"
fi
if [[ "$VARIANT" != clean ]]; then
: "${D4R_BUNDLE_DLSS:?set D4R_BUNDLE_DLSS}" "${D4R_BUNDLE_TEX:?set D4R_BUNDLE_TEX}"
if [[ "$VARIANT" == full ]]; then
cp "$D4R_BUNDLE_DLSS" "$STAGE/d4r/nvngx_dlss.dll"
: "${D4R_BUNDLE_NGX:?set D4R_BUNDLE_NGX}"
cp "$D4R_BUNDLE_NGX" "$STAGE/d4r/ngx/_nvngx.dll"
[[ -z "${D4R_BUNDLE_DLSSD:-}" ]] || cp "$D4R_BUNDLE_DLSSD" "$STAGE/d4r/nvngx_dlssd.dll"
else
installer_dir="$STAGE"
[[ "$INSTALL_MODE" != asi ]] || installer_dir="$STAGE/d4r"
cp "$ROOT/install.sh" "$installer_dir/install.sh"
chmod +x "$installer_dir/install.sh"
# install.sh builds the engine's models from the downloaded DLLs (D4R_GLSLANG, D4R_GLSLANG_LICENSE)
"$ROOT/scripts/stage_engine_kit.sh" "$STAGE/d4r"
# The downloader is pinned to DLSS 310.7.0: refuse mismatched release inputs.
expected=$(sed -n "s/^DLSS_SHA256=//p" "$ROOT/install.sh")
[[ "$(sha256sum "$D4R_BUNDLE_DLSS" | cut -d' ' -f1)" == "$expected" ]] || {
echo "installer package requires the DLSS DLL pinned in install.sh" >&2; exit 2;
}
fi
else
printf 'Put NVIDIA'"'"'s NGX runtime, _nvngx.dll, in this folder (see D4R_README.txt).\r\n' > "$STAGE/d4r/ngx/README.txt"
fi
if [[ -n "${D4R_BUNDLE_ENGINE:-}" ]]; then
for f in input_k.spv output_k.spv exposure_k0.spv exposure_k1.spv; do
[[ -f "$D4R_BUNDLE_ENGINE/$f" ]] || { echo "D4R_BUNDLE_ENGINE lacks $f (run engine/compile_k.py)" >&2; exit 2; }
done
mkdir -p "$STAGE/d4r/engine/k"
cp "$D4R_BUNDLE_ENGINE"/*.spv "$STAGE/d4r/engine/k/"
# d4r's own shader-revision marker; every other .bin in the model holds values read from NVIDIA's DLSS
[[ ! -f "$D4R_BUNDLE_ENGINE/direct_origins.bin" ]] || cp "$D4R_BUNDLE_ENGINE/direct_origins.bin" "$STAGE/d4r/engine/k/"
printf 'The native engine needs weights.bin, offsets.bin and lut.bin here (see D4R_README.txt).\r\n' > "$STAGE/d4r/engine/k/README.txt"
fi
IFS=: read -r -a DLLS <<< "$D4R_DLSS_DLLS"
RR_DLLS=()
[[ -z "${D4R_BUNDLE_DLSSD:-}" ]] || RR_DLLS=(--rr-dll "$D4R_BUNDLE_DLSSD")
# one folder per target; RDNA4 targets also get <target>-fp8 (native FP8 WMMA, d4r.ini NativeFp8), which the
# bridge serves instead when that setting is on
folders=()
for arch in $ARCHS; do
folders+=("$arch")
[[ "$arch" == gfx12* ]] && folders+=("$arch-fp8")
done
# Older texture bundles predate L. Complete them from the user's DLSS DLL rather
# than silently shipping only M's folded variants under the new L support claim.
ensure_l_textures() {
local dir="$1" accuracy="$2" missing=0 mv range v name
local names=(rrlite_dec0_4x4)
for mv in mvhi mvlo; do
for range in hdr ldr; do
names+=("rrlite_enc0_4x4_${mv}_${range}")
for v in 3_1 3_2; do names+=("rrlite_post_${v}_${mv}_${range}"); done
done
done
for name in "${names[@]}"; do [[ -f "$dir/$name.hsaco" ]] || missing=1; done
if [[ "$missing" == 1 ]]; then
: "${D4R_ZLUDA_EMIT:?set D4R_ZLUDA_EMIT or supply the unfolded L texture variants in D4R_BUNDLE_TEX}"
D4R_PREFER_ACCURACY="$accuracy" D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" D4R_NATIVE_FP8="$fp8" \
D4R_DLSS_DLL="$D4R_BUNDLE_DLSS" "$ROOT/kernels/build.sh" l "$dir" >/dev/null
fi
}
ensure_rr_textures() {
local dir="$1" accuracy="$2" missing=0 name
[[ -n "${D4R_BUNDLE_DLSSD:-}" ]] || return 0
for name in cuda_dldn_engine_hkpn_output_kernel_transformer \
cuda_dldn_engine_hkpn_output_kernel_transformer_diamond_wallaby; do
[[ -f "$dir/$name.hsaco" ]] || missing=1
done
if [[ "$missing" == 1 ]]; then
: "${D4R_ZLUDA_EMIT:?set D4R_ZLUDA_EMIT or supply the RR texture variants in D4R_BUNDLE_TEX}"
D4R_PREFER_ACCURACY="$accuracy" D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" D4R_NATIVE_FP8="$fp8" \
D4R_DLSSD_DLL="$D4R_BUNDLE_DLSSD" "$ROOT/kernels/build.sh" rr "$dir" >/dev/null
fi
}
build_target() {
local folder="$1" arch fp8 tex_dir accurate accurate_tex f
arch="${folder%-fp8}"
fp8=0
[[ "$folder" == *-fp8 ]] && fp8=1
# RDNA2 (gfx103x): only DLSS 4's layers (preset K) have native kernels there, built with software matrix
# products (kernels/common/wmma_layout.h); M, L, the texture tails and Ray Reconstruction stay translated by ZLUDA
if [[ "$arch" == gfx103* ]]; then
D4R_PREFER_ACCURACY=0 D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" "$ROOT/kernels/build.sh" k "$STAGE/d4r/kernels/$folder" >/dev/null
D4R_PREFER_ACCURACY=1 D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" "$ROOT/kernels/build.sh" k "$STAGE/d4r/kernels/accuracy/$folder" >/dev/null
rm -f "$STAGE/d4r/kernels/$folder"/*.resolution.txt "$STAGE/d4r/kernels/accuracy/$folder"/*.resolution.txt
python3 "$ROOT/kernels/tools/kernel_manifest.py" "$STAGE/d4r/kernels/$folder" "${DLLS[@]}" "${RR_DLLS[@]}"
python3 "$ROOT/kernels/tools/kernel_manifest.py" "$STAGE/d4r/kernels/accuracy/$folder" "${DLLS[@]}" "${RR_DLLS[@]}"
return 0
fi
D4R_PREFER_ACCURACY=0 D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" D4R_NATIVE_FP8="$fp8" "$ROOT/kernels/build.sh" k "$STAGE/d4r/kernels/$folder" >/dev/null
D4R_PREFER_ACCURACY=0 D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" D4R_NATIVE_FP8="$fp8" "$ROOT/kernels/build.sh" m "$STAGE/d4r/kernels/$folder" >/dev/null
rm -f "$STAGE/d4r/kernels/$folder"/*.resolution.txt # empty LTO notes from clang's -save-temps
if [[ "$VARIANT" != clean ]]; then
tex_dir=""
if [[ -d "$D4R_BUNDLE_TEX/$folder" ]]; then
tex_dir="$D4R_BUNDLE_TEX/$folder"
elif [[ "$folder" == gfx1101 ]]; then
tex_dir="$D4R_BUNDLE_TEX" # older, flat gfx1101 texture-kernel builds
fi
if [[ -n "$tex_dir" ]]; then
for f in "$tex_dir"/*.hsaco; do # texture kernels only; the layers above are built from source
[[ -f "$f" ]] || continue
[[ -e "$STAGE/d4r/kernels/$folder/$(basename "$f")" ]] || cp "$f" "$STAGE/d4r/kernels/$folder/"
done
fi
fi
[[ "$VARIANT" == clean ]] || ensure_l_textures "$STAGE/d4r/kernels/$folder" 0
[[ "$VARIANT" == clean ]] || ensure_rr_textures "$STAGE/d4r/kernels/$folder" 0
python3 "$ROOT/kernels/tools/kernel_manifest.py" "$STAGE/d4r/kernels/$folder" "${DLLS[@]}" "${RR_DLLS[@]}"
# Every release target also gets conservative network and texture variants. Do not copy fast
# texture objects into this set: their compiler policy is fixed inside the binary.
accurate="$STAGE/d4r/kernels/accuracy/$folder"
D4R_PREFER_ACCURACY=1 D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" D4R_NATIVE_FP8="$fp8" "$ROOT/kernels/build.sh" k "$accurate" >/dev/null
D4R_PREFER_ACCURACY=1 D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" D4R_NATIVE_FP8="$fp8" "$ROOT/kernels/build.sh" m "$accurate" >/dev/null
if [[ "$VARIANT" != clean ]]; then
accurate_tex="$D4R_BUNDLE_TEX/accuracy/$folder"
if [[ -f "$accurate_tex/d4r-accuracy.txt" && "$(cat "$accurate_tex/d4r-accuracy.txt")" == 1 ]]; then
for f in "$accurate_tex"/*.hsaco; do
[[ -f "$f" ]] || continue
[[ -e "$accurate/$(basename "$f")" ]] || cp "$f" "$accurate/"
done
else
: "${D4R_ZLUDA_EMIT:?set D4R_ZLUDA_EMIT or supply D4R_BUNDLE_TEX/accuracy/$folder}"
D4R_PREFER_ACCURACY=1 D4R_ROCM_DIR="$ROCM" D4R_GPU_ARCH="$arch" D4R_NATIVE_FP8="$fp8" \
D4R_DLSS_DLL="$D4R_BUNDLE_DLSS" "$ROOT/kernels/build.sh" tex "$accurate" >/dev/null
fi
fi
if [[ "$VARIANT" != clean ]]; then
ensure_l_textures "$accurate" 1
ensure_rr_textures "$accurate" 1
for f in "$STAGE/d4r/kernels/$folder"/*.hsaco; do
# the fast set's native hiluma input kernels have no accuracy build: that set keeps ZLUDA's compile
[[ "$(basename "$f")" == hiluma_engine_input_* ]] && continue
[[ -f "$accurate/$(basename "$f")" ]] || {
echo "missing accuracy variant of $(basename "$f") for $folder" >&2; exit 2;
}
done
fi
rm -f "$accurate"/*.resolution.txt
python3 "$ROOT/kernels/tools/kernel_manifest.py" "$accurate" "${DLLS[@]}" "${RR_DLLS[@]}"
}
kernel_jobs="${D4R_PACKAGE_KERNEL_JOBS:-1}"
[[ "$kernel_jobs" =~ ^[1-9][0-9]*$ ]] || { echo "D4R_PACKAGE_KERNEL_JOBS must be positive" >&2; exit 2; }
pending=()
kernel_failed=0
for folder in "${folders[@]}"; do
build_target "$folder" &
pending+=("$!")
if (( ${#pending[@]} >= kernel_jobs )); then
wait "${pending[0]}" || kernel_failed=1
pending=("${pending[@]:1}")
fi
done
for pid in "${pending[@]}"; do wait "$pid" || kernel_failed=1; done
[[ "$kernel_failed" == 0 ]] || { echo "native target build failed; no release ZIP created" >&2; exit 1; }
# licenses and sources
ZLUDA_SRC="${D4R_ZLUDA_SRC:-$(dirname "$ZLUDA")/d4r-zluda-upstream}"
VKD3D_SRC="${D4R_VKD3D_SRC:-$HOME/.cache/d4r-vkd3d-proton}"
L="$STAGE/d4r/licenses"
cp "$ROOT/LICENSE" "$L/d4r-LICENSE.txt"
cp "$ROOT/NOTICE" "$L/d4r-NOTICE.txt"
cp "$ZLUDA_SRC/LICENSE-APACHE" "$L/ZLUDA-LICENSE-APACHE.txt"
cp "$ZLUDA_SRC/LICENSE-MIT" "$L/ZLUDA-LICENSE-MIT.txt"
cp "$ZLUDA_SRC/ext/llvm-project/llvm/LICENSE.TXT" "$L/LLVM-LICENSE.txt"
cp "$VKD3D_SRC/LICENSE" "$L/vkd3d-proton-LICENSE.txt"
cp "$VKD3D_SRC/COPYING" "$L/vkd3d-proton-COPYING.txt"
cp "$OPTISCALER_LICENSE" "$L/OptiScaler-LICENSE-GPL-3.0.txt"
for f in "$ROCM_RUNTIME"/licenses/*; do cp "$f" "$L/ROCm-$(basename "$f")"; done
mkdir -p "$STAGE/d4r/source/patches"
cp -r "$ROOT/patches/zluda" "$ROOT/patches/vkd3d-proton" "$STAGE/d4r/source/patches/"
ZLUDA_COMMIT="$(git -C "$ZLUDA_SRC" rev-parse HEAD 2>/dev/null || echo unknown)"
VKD3D_COMMIT="$(git -C "$VKD3D_SRC" rev-parse HEAD 2>/dev/null || echo unknown)"
# "@clean " / "@full " / "@installer " lines belong to one variant only
variant() { sed -n -e "s/^@$VARIANT //" -e '/^@[a-z]* /d' -e p; }
file_version() { [[ -f "$1" ]] && strings -el "$1" | grep -A1 '^FileVersion$' | sed -n 2p | tr ',' '.' | tr -d ' '; }
sed -e "s/@VERSION@/$VERSION/g" -e "s/@ZLUDA_COMMIT@/$ZLUDA_COMMIT/g" -e "s/@VKD3D_COMMIT@/$VKD3D_COMMIT/g" \
-e "s/@DLSS_VERSION@/$(file_version "$STAGE/d4r/nvngx_dlss.dll")/g" -e "s/@NGX_VERSION@/$(file_version "$STAGE/d4r/ngx/_nvngx.dll")/g" \
"$ROOT/packaging/SOURCES.txt" | variant > "$STAGE/d4r/source/SOURCES.txt"
if [[ -n "${D4R_BUILD_INFO:-}" ]]; then
cp "$D4R_BUILD_INFO" "$STAGE/d4r/source/BUILD_INFO.txt"
fi
sed -e "s/@VERSION@/$VERSION/g" "$ROOT/packaging/D4R_README.txt" | variant | sed 's/$/\r/' > "$STAGE/D4R_README.txt"
if [[ "$INSTALL_MODE" == asi ]]; then
rm "$STAGE/D4R_README.txt"
cp "$ROOT/packaging/ASI_README.txt" "$STAGE/d4r/README.txt"
printf '\nASI delivery: drop d4r.asi and d4r/ into the existing plugin folder.\nd4r.asi is d4r/nvngx.dll renamed; d4r/d4r-setup.exe (tools/d4r_asi_setup.cpp) installs the D3D12 pair and configures its route automatically after the game closes.\nThe dxgi.dll / OptiScaler.ini entries above apply only to proxy packages.\nIn ASI mode install.sh, d3d12.dll and the private d4r12core.dll are inside d4r/. The forwarder loader strings are retargeted by scripts/private_d3d12_core.py without changing code addresses.\n' >> "$STAGE/d4r/source/SOURCES.txt"
fi
# Last line of defence for the published zip: only what this variant contains, never values read from DLSS.
python3 "$ROOT/scripts/check_redistributable.py" release "$VARIANT" "$STAGE" ||
{ echo "refusing to build $NAME.zip" >&2; exit 2; }
# One timestamp for every file (SOURCE_DATE_EPOCH, default the last commit): ZLUDA's kernel cache is keyed on
# its library's size and mtime, so every extraction of the zip shares one cache.
EPOCH="${SOURCE_DATE_EPOCH:-$(git -C "$ROOT" log -1 --format=%ct)}"
find "$STAGE" -exec touch -h -d "@$EPOCH" {} +
# The zip holds the folder's contents, so it can be extracted straight into the game folder.
rm -f "$OUT/$NAME.zip"
(cd "$STAGE" && find . -type f | LC_ALL=C sort | sed 's|^\./||' | zip -q -X -9 "$OUT/$NAME.zip" -@)
(cd "$OUT" && sha256sum "$NAME.zip" > "$NAME.zip.sha256")
printf 'Built %s (%s)\n' "$OUT/$NAME.zip" "$(du -h "$OUT/$NAME.zip" | cut -f1)"
if [[ "$VARIANT" == full ]]; then
echo "This zip contains NVIDIA's DLLs and kernels built from NVIDIA's code. Do not publish or share it." >&2
fi