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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#!/usr/bin/env bash
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set -euo pipefail
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# Runs build/fsr_rr_probe.exe through a Proton build in its own prefix, with a given vkd3d-proton
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# (d3d12.dll + d3d12core.dll) and AMD denoiser DLL copied next to the exe, as a game install would
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# have them. Nothing outside APP_DIR and the prefix is touched.
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# usage: run_fsr_rr_probe_proton.sh PROTON_DIR VKD3D_DIR DENOISER_DLL OUT_DIR [probe args...]
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# Env: D4R_FSR_PROBE_COMPAT prefix (default ${TMPDIR:-/tmp}/d4r-fsr-rr-probe-compat)
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# D4R_FSR_PROBE_APP app directory (default OUT_DIR/app)
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# DXIL_SPIRV_CONFIG passed through; defaults to wmma_rdna3_workaround (gfx11 WMMA path)
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# D4R_FSR_PROBE_SPOOF=1 report an NVIDIA GPU the way d4r's DLSS games run
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# (PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100)
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if [[ $# -lt 4 ]]; then
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printf 'usage: %s PROTON_DIR VKD3D_DIR DENOISER_DLL OUT_DIR [probe args...]\n' "$0" >&2
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exit 2
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fi
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ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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PROTON_DIR="$(realpath "$1")"
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VKD3D_DIR="$(realpath "$2")"
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DENOISER="$(realpath "$3")"
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OUT="$(realpath -m "$4")"
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shift 4
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winpath() { printf 'Z:%s' "$(printf '%s' "$1" | tr '/' '\\')"; }
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[[ -f "$ROOT/build/fsr_rr_probe.exe" ]] || "$ROOT/scripts/build_fsr_rr_probe.sh" >/dev/null
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APP="${D4R_FSR_PROBE_APP:-$OUT/app}"
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mkdir -p "$APP" "$OUT"
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cp -f "$ROOT/build/fsr_rr_probe.exe" "$APP/"
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cp -f "$VKD3D_DIR/d3d12.dll" "$VKD3D_DIR/d3d12core.dll" "$APP/"
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cp -f "$DENOISER" "$APP/amd_fidelityfx_denoiser_dx12.dll"
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{
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printf 'proton=%s\n' "$PROTON_DIR"
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sha256sum "$APP/d3d12.dll" "$APP/d3d12core.dll" "$APP/amd_fidelityfx_denoiser_dx12.dll" "$APP/fsr_rr_probe.exe"
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} > "$OUT/run-manifest.txt"
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export STEAM_COMPAT_CLIENT_INSTALL_PATH="${STEAM_COMPAT_CLIENT_INSTALL_PATH:-$HOME/.local/share/Steam}"
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export STEAM_COMPAT_DATA_PATH="$(realpath -m "${D4R_FSR_PROBE_COMPAT:-${TMPDIR:-/tmp}/d4r-fsr-rr-probe-compat}")"
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mkdir -p "$STEAM_COMPAT_DATA_PATH"
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export WINEDLLOVERRIDES="d3d12,d3d12core=n,b${WINEDLLOVERRIDES:+;$WINEDLLOVERRIDES}"
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export DXIL_SPIRV_CONFIG="${DXIL_SPIRV_CONFIG-wmma_rdna3_workaround}"
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export VKD3D_SHADER_CACHE_PATH="${VKD3D_SHADER_CACHE_PATH:-$(winpath "$OUT")}"
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export VKD3D_DEBUG="${VKD3D_DEBUG:-warn}"
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if [[ "${D4R_FSR_PROBE_SPOOF:-0}" == 1 ]]; then
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export PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100
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fi
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printf 'DXIL_SPIRV_CONFIG=%s spoof=%s\n' "$DXIL_SPIRV_CONFIG" "${D4R_FSR_PROBE_SPOOF:-0}" >> "$OUT/run-manifest.txt"
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set +e
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"$PROTON_DIR/proton" run "$APP/fsr_rr_probe.exe" "$(winpath "$APP/amd_fidelityfx_denoiser_dx12.dll")" \
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"$(winpath "$OUT")" "$@" 2> "$OUT/stderr.log" | tee "$OUT/stdout.log"
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status=${PIPESTATUS[0]}
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set -e
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printf 'exit=%s\n' "$status" >> "$OUT/run-manifest.txt"
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exit "$status"
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