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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// Preset D/E camera transforms in NGX 310.7's single-precision operation order.
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// Keeping the inversions and reprojection products matters: their near-zero residues feed specular motion history.
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#pragma once
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#include <array>
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#include <cmath>
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namespace d4r::rr_camera {
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using Matrix = std::array<float, 16>;
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inline Matrix multiply(const Matrix& a, const Matrix& b) {
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Matrix r{};
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j) {
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float v = a[4 * i] * b[j];
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v += a[4 * i + 1] * b[4 + j];
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v += a[4 * i + 2] * b[8 + j];
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v += a[4 * i + 3] * b[12 + j];
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r[4 * i + j] = v;
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}
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return r;
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}
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inline Matrix inverse(const Matrix& m) {
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Matrix r{};
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float determinant = 0;
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for (int i = 0; i < 4; ++i) {
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determinant = 0;
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for (int j = 0; j < 4; ++j) {
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float t[9]; int n = 0;
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for (int row = 0; row < 4; ++row)
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if (row != i)
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for (int col = 0; col < 4; ++col)
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if (col != j) t[n++] = m[4 * row + col];
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float cofactor = (t[4] * t[8] - t[7] * t[5]) * t[0];
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cofactor -= (t[3] * t[8] - t[6] * t[5]) * t[1];
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cofactor += (t[3] * t[7] - t[6] * t[4]) * t[2];
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cofactor *= ((i + j) & 1) ? -1.0f : 1.0f;
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r[4 * j + i] = cofactor;
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determinant += cofactor * m[4 * i + j];
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}
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}
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// The final row's determinant and one division, followed by sixteen multiplies, match the reference.
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if (determinant == 0 || !std::isfinite(determinant))
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return Matrix{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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const float reciprocal = 1.0f / determinant;
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for (float& v : r) v *= reciprocal;
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return r;
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}
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struct Transforms { Matrix previousClip, inverseClip, inversePixels, previousPixels; };
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inline Transforms transforms(const Matrix& view, const Matrix& clip, const Matrix& previousView,
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const Matrix& previousClip, float width, float height) {
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Matrix camera = inverse(view), previousCamera = inverse(previousView);
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for (int i = 12; i < 15; ++i) {
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previousCamera[i] -= camera[i];
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camera[i] = 0.0f;
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}
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const Matrix current = multiply(inverse(camera), clip);
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const Matrix previous = multiply(inverse(previousCamera), previousClip);
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const Matrix inverted = inverse(current);
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const Matrix pixels{width * 0.5f, 0, 0, 0, 0, height * -0.5f, 0, 0,
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0, 0, 1, 0, width * 0.5f, height * 0.5f, 0, 1};
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return {previous, inverted, inverse(multiply(current, pixels)),
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multiply(multiply(current, multiply(inverted, previous)), pixels)};
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}
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} // namespace d4r::rr_camera
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