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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@@ -112,7 +112,7 @@ OptiScaler 0.9.4 checks a relative `NvngxPath` against the process working direc
## Logs
The launcher writes each run's logs to `~/.cache/d4r-dlss-captures/game-<exe>-<time>/`. `d4r_nvngx.log` holds the shim's log. With `[Debug] Profile = true` it also records one `D4R_PROFILE` line per frame, with the stage timings.
The launcher writes each run's logs to `~/.cache/d4r-dlss-captures/game-<exe>-<time>/`. `d4r_nvngx.log` holds the shim's log. With `[Debug] Profile = true` it measures stage timings every frame and records sampled `D4R_PROFILE` lines. `ProfileLogEvery = 60` (the default) logs the first five frames and then every 60th frame; set it to `1` to log every frame, or another positive integer for a different interval. Restart the game after changing it. `D4R_PROFILE_LOG_EVERY` overrides the INI setting. FSR RR stage summaries average that many completed GPU samples; native Vulkan profiling uses the same log interval. Sampling reduces log writes while retaining profiling measurements and per-frame throughput intervals. `D4R_PROFILE_LOG=0` suppresses timing rows and FSR RR summaries.
Output completion uses event queries with 200 us NtDelayExecution sleeps by default. `D4R_SHIM_BLOCKING_SYNC = 0`
under `[Env]` restores context synchronization for an A/B check. The profile records