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
1 parent 17c1828f97
commit 34e6b0fe71
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@@ -56,8 +56,12 @@ NOOPT = {'enc1'}
SURFACE_FORMATS = {'dec0': {144: 'rgba8_snorm'}}
# D4R_RR_GFX11=1: shaders for RDNA3, which has no FP8 matrices or VK_EXT_shader_float8 (engine/rr/rr_gfx11.glsl)
GFX11 = ['-DRR_GFX11'] if os.environ.get('D4R_RR_GFX11') == '1' else []
def glsl(source, output, *defines):
subprocess.run(['glslangValidator', '-V', '--target-env', 'vulkan1.3', *defines, str(source), '-o', str(output)],
subprocess.run(['glslangValidator', '-V', '--target-env', 'vulkan1.3', *GFX11, *defines, str(source), '-o', str(output)],
check=True, stdout=subprocess.DEVNULL)