network natively on HIP with Vulkan->HIP shared memory, extend K kernels to
gfx11 (RDNA3), and add dependency/packaging/test tooling around them.
Windows: FSR RR backend, native HIP K runner, gfx11 K kernels, tooling
FSR Ray Regeneration (experimental)
- Add fsr_rr_backend.{h,cpp}, fsr_rr_passes.h and the fsr_rr/ prepare and
compose compute shaders. They run AMD's FidelityFX denoiser
(amd_fidelityfx_denoiser_dx12.dll, SDK 2.3, not bundled) on a private
vkd3d-proton device.
- Add the amdxc64 shim (tools/windows/amdxc64_shim) and two vkd3d-proton
patches for libcxx includes. AMD's amdxc64.dll is never loaded.
- d4r_nvngx_windows: RrFeature now selects between the native DLSS RR
backend and the FSR backend (D4R_RR_BACKEND=fsr). After the denoiser it
runs an internal Super Sampling stage (feature 1) to upscale. If SR is
unavailable and output != render size, the frame fails; it is never
returned noisy.
- d4r.ini / player_config: new [RayReconstruction] FsrDenoiser,
FsrStabilityBias (auto or >= 0) and FsrDetail (0-1), with validation, and
matching D4R_FSR_* environment variables.
- Add the FSR RR fixture, output-check and ngx test scripts, and a shader
compile script.
Native HIP K runner (Windows)
- CMake: add d4r_engine_k_hip (d4r-k-hip) plus separate volk/engine copies,
because VK_USE_PLATFORM_WIN32_KHR changes volk's entry points.
- Share Vulkan memory with HIP via Win32 opaque handles on Windows
(VK_KHR_external_memory_win32) and via fds on Linux. Handle types are now
intptr_t, and the platform choice is in D4R_EXT_MEMORY_* macros.
- HipNetwork: add debugRepeatHashes and debugNodeMicros, exposed as
D4R_HIP_REPEAT_CHECK, D4R_HIP_REPEAT_ALL and D4R_HIP_NODE_PROFILE in
replay.cpp.
- replay.cpp: display-resolution-motion frames (FrameFlagDisplayMotion) no
longer require near2rnd == out2rnd. Both values must still be in (0, 1].
K kernels on gfx11
- Allow position-token and enc1 tiling on __GFX11__ as well as gfx12.
- Add an opt-in ds_bpermute cross-half exchange
(D4R_WINDOWS_GFX11_DS_EXCHANGE, enabled for K on Windows gfx11). M keeps
its LDS path.
- Fix a block-barrier race in the position layer. Without POS_VSHARE a fast
wave could overwrite its hb rows while a slower wave still read them for a
later head, giving rare wrong results on gfx1101 (enc0 outputs differing
between identical launches).
Packaging and install
- install.bat, d4r.ini, WINDOWS_README: FSR option, and
install_dependencies.py to install pinned NVIDIA dependencies with staged,
hash-verified replacement and rollback.
- Update the release package, local package refresh and test scripts.
- Add the InteropBatchInputCopies option (default false). Batching is faster
on some synthetic runs, but player temporal exactness is unresolved.
Tooling and tests
- K model: capture_k_weights, build_k_model, compare_k_outputs,
benchmark_k_hip, build_capture_runtime, test_k_model and the
zluda-k-output-capture patch. Captured weights and models are private
local assets and must not enter release archives.
- Synthetic probes: test_m_ngx, test_sr_dynamic,
prepare_rr_dynamic_fixture and the d3d12/rr_ngx probe updates.
- Add tests/windows/test_install_dependencies.py.
Docs
- Update the windows-fsr-rr, k-performance, local-package, rr-interop and
rr-model-cache docs. Add windows-parity-handoff.md and
windows-parity-continuation-prompt.md.
164 lines
12 KiB
PowerShell
164 lines
12 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]$ArchivePath,
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[string]$RrToolsArchive,
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[string]$FsrPayload, # build_fsr_payload.py output: vkd3d-proton core + amdxc64 shim for the experimental FSR RR backend
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[switch]$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 $PSScriptRoot '../..'))
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if (!$RrToolsArchive) { $RrToolsArchive=Join-Path $repo 'build/rr-portable-tools-v2.zip' }
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if (!(Test-Path -LiteralPath $RrToolsArchive -PathType Leaf) -or
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(Get-FileHash -LiteralPath $RrToolsArchive -Algorithm SHA256).Hash -ne '297289a57a82142eb952479c99112b1c352a6753eb15bc6b2431bf686aed9b22') {
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throw 'Pass -RrToolsArchive with the verified clean portable-tools v2 ZIP. Never package a used tool directory.'
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}
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if (!$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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if ($FsrPayload) {
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# Experimental FSR RR backend: d4r-built vkd3d-proton (LGPL, source offer in SOURCE.txt) and d4r's amdxc64 shim.
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# AMD's denoiser is never bundled; install.bat downloads the hash-pinned file when FSR is selected.
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$FsrPayload=[IO.Path]::GetFullPath($FsrPayload)
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$payloadManifest=Get-Content -LiteralPath (Join-Path $FsrPayload 'fsr-payload.json') -Raw | ConvertFrom-Json
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if ($payloadManifest.kind -ne 'd4r-fsr-payload' -or $payloadManifest.amdDenoiserBundled) { throw 'Unsupported FSR payload manifest.' }
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foreach ($property in $payloadManifest.files.PSObject.Properties) {
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$file=Join-Path $FsrPayload $property.Name
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if ((Get-FileHash -LiteralPath $file -Algorithm SHA256).Hash -ne $property.Value) { throw "FSR payload file changed: $($property.Name)" } # -ne ignores case
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}
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foreach ($name in @('d4r_vkd3d_core.dll','amdxc64.dll')) { Stage (Join-Path $FsrPayload "fsr/$name") "d4r/fsr/$name" }
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Stage (Join-Path $FsrPayload 'SOURCE.txt') 'd4r/fsr/SOURCE.txt'
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foreach ($license in Get-ChildItem -LiteralPath (Join-Path $FsrPayload 'licenses') -File) { Stage $license.FullName "d4r/licenses/$($license.Name)" }
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foreach ($patch in Get-ChildItem -LiteralPath (Join-Path $repo 'patches/vkd3d-proton-windows') -Filter '*.patch' -File) { Stage $patch.FullName "d4r/fsr/patches/$($patch.Name)" }
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}
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foreach ($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='tools/windows/install_dependencies.py'; path='install-dependencies.py'},
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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 $optional.path }
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}
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Add-Type -AssemblyName System.IO.Compression,System.IO.Compression.FileSystem
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$toolZip=[IO.Compression.ZipFile]::OpenRead([IO.Path]::GetFullPath($RrToolsArchive))
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try {
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$reader=[IO.StreamReader]::new($toolZip.GetEntry('rr-tools.json').Open())
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try { $toolManifest=$reader.ReadToEnd() | ConvertFrom-Json } finally { $reader.Dispose() }
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foreach ($entry in $toolZip.Entries) {
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if ($entry.FullName.EndsWith('/')) { continue }
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$name=$entry.FullName
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if ($name -match '(^/|\\|:|(^|/)\.\.(/|$))') { throw "Unsafe portable-tools entry: $name" }
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$relative='d4r/model-tools/'+$name
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$destination=Join-Path $PackageRoot $relative
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New-Item -ItemType Directory -Force (Split-Path $destination) | Out-Null
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$inputStream=$entry.Open(); $outputStream=[IO.File]::Open($destination,[IO.FileMode]::CreateNew)
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try { $inputStream.CopyTo($outputStream) } finally { $inputStream.Dispose(); $outputStream.Dispose() }
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$digest=(Get-FileHash -LiteralPath $destination -Algorithm SHA256).Hash
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if ($name -ne 'rr-tools.json' -and $digest -ne $toolManifest.files.PSObject.Properties[$name].Value) {
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throw "Portable-tools hash mismatch: $name"
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}
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$files.Add(@{path=$relative; sha256=$digest; version=$null})
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}
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} finally { $toolZip.Dispose() }
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# Shows players where the NGX core goes; a ZIP cannot carry an empty folder.
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$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 { $_.Name -in @('nvngx_dlss.dll','nvngx_dlssd.dll','amd_fidelityfx_denoiser_dx12.dll') -or ($_.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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