rr: add FSR Ray Regeneration, exact RDNA3 inference and motion experiments

Add an experimental FSR Ray Regeneration backend for D3D12 RR requests:
- Convert depth, motion, normals and albedos into AMD denoiser inputs.
- Split and recompose diffuse/specular signals, then run Super Sampling.
- Add stability/detail controls, demodulation guards and halo limiting.
- Handle AMD provider discovery under NVIDIA GPU spoofing.
- Add runtime probes, synthetic reference scenes and per-dispatch profiling.

Add exact gfx11 DLSS-RR inference using f16 cooperative matrices:
- Reproduce FP8 conversions, accumulation and camera reprojection arithmetic.
- Widen model weights and avoid requiring VK_EXT_shader_float8.
- Extend model building, replay tools and descriptor metadata.

Expand motion preprocessing and experimental AW2 native-motion support:
- Add tiled LDS dilation, padded allocation handling and thin-only sky fill.
- Order dilation with input waits and NGX on the selected stream.
- Add jitter-aligned native composition, hybrid routing and wire history repair.
- Add prepared masks, sparse repair and independent motion/repair controls.

Add optional fused R11G11B10 input/output conversion, sampled stage timings
and profile summarization. Extend configuration, packaging, documentation,
FidelityFX headers and CPU/GPU regression coverage.
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ayo committed 2026-10-16 04:55:25 -04:00
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commit 34e6b0fe71
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@@ -44,6 +44,24 @@ Enable = auto
; auto preserves the game's choice; default = NVIDIA's default, D/E = transformer models.
; These presets are independent of [DLSS] Model. E requires a DLL that contains that model.
Model = auto
; Which denoiser answers a game's Ray Reconstruction request (D4R_RR_BACKEND):
; dlss = NVIDIA's DLSS Ray Reconstruction (Model above), the default.
; fsr = experimental: AMD's FSR Ray Regeneration 1.2 (amd_fidelityfx_denoiser_dx12.dll, unmodified)
; denoises at render resolution, then Super Sampling ([DLSS] Model) upscales to the game's
; output size. D3D12 only. The game's combined colour is split into diffuse and specular
; by its albedos, which is an approximation; see docs/fsr-ray-regeneration.md.
; Changing it needs a game restart (or the game recreating its Ray Reconstruction feature).
Backend = dlss
; The AMD denoiser DLL for Backend = fsr (D4R_FSR_RR_DLL). auto: amd_fidelityfx_denoiser_dx12.dll in
; the d4r folder.
FsrDenoiser = auto
; Backend = fsr tuning. FsrStabilityBias: the AMD denoiser's temporal stability bias; auto = AMD's
; default (1), which blurs reflections and fine detail; 0 measured sharper and closer to the noise-free
; truth, moving or still (D4R_FSR_RR_STABILITY_BIAS). FsrDetail: the share (0-1) of the colour that goes
; around the denoiser, keeping detail it removes as noise (hair, water ripples, foliage) at the cost of some
; grain; 0 = off (D4R_FSR_RR_DETAIL).
FsrStabilityBias = auto
FsrDetail = 0
[Latency]
; How many frames old the upscaled image the game presents may be.
@@ -90,6 +108,10 @@ ImplicitMaxBlock = 256
; and same-frame linear VRAM inputs; unsupported features retain original vectors.
; Default off. May affect disocclusion edges. (D4R_MOTION_DILATION)
MotionVectorDilation = 0
; Opt-in sky-fill experiment for equal render/motion grids: borrow only from foreground
; runs <=3 pixels along either axis. Opaque dilation is unchanged. Restart to change.
; Unsupported routes retain nearest-foreground fill. (D4R_MOTION_THIN_SKY)
MotionDilationThinSky = false
; Keep DLSS inputs and output in VRAM (vkd3d-proton Vulkan interop) instead of copying through
; system memory. Falls back automatically when the game's resources do not qualify.
VramInterop = true
@@ -177,8 +199,11 @@ MangoHud = false
MangoHudConfig = fps,frametime,frame_timing=0,gpu_stats=0,cpu_stats=0,position=top-right,font_size=36
[Debug]
; Per-frame timing lines in the shim log (d4r_nvngx.log)
; Measure stage timings and write sampled timing lines in the shim log (d4r_nvngx.log)
Profile = false
; Log the first 5 frames, then every Nth frame. 1 = every frame. Restart after changing.
; FSR RR stage summaries average N completed GPU samples. Env: D4R_PROFILE_LOG_EVERY
ProfileLogEvery = 60
; Log directory (auto = ~/.cache/d4r-dlss-captures/game-<exe>-<time>)
LogDir = auto