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/rr_backend_check.exe through a Proton build in its own prefix, against a portable d4r
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# folder (d4r.ini, d4r_nvngx.dll, nvcuda.dll, ngx/, zluda/, and amd_fidelityfx_denoiser_dx12.dll or
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# nvngx_dlssd.dll for the backend under test), with the d4r vkd3d-proton next to the exe.
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# The GPU is reported as NVIDIA (PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100), as d4r's games run.
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# usage: run_rr_backend_check_proton.sh PROTON_DIR VKD3D_DIR D4R_DIR OUT_DIR [check args...]
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# Env: D4R_RR_BACKEND (dlss|fsr) and any other shim variable are passed through.
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# D4R_RR_CHECK_COMPAT prefix (default ${TMPDIR:-/tmp}/d4r-rr-check-compat)
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if [[ $# -lt 4 ]]; then
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printf 'usage: %s PROTON_DIR VKD3D_DIR D4R_DIR OUT_DIR [check 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 "$2")"
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D4R_DIR="$(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/rr_backend_check.exe" ]] || "$ROOT/scripts/build_rr_backend_check.sh" >/dev/null
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APP="$OUT/app"
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mkdir -p "$APP"
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cp -f "$ROOT/build/rr_backend_check.exe" "$APP/"
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cp -f "$VKD3D_DIR/d3d12.dll" "$VKD3D_DIR/d3d12core.dll" "$APP/"
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{
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printf 'proton=%s\nd4r=%s\nbackend=%s\n' "$PROTON_DIR" "$D4R_DIR" "${D4R_RR_BACKEND:-ini}"
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sha256sum "$APP/d3d12.dll" "$APP/d3d12core.dll" "$D4R_DIR"/*.dll
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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 "${D4R_RR_CHECK_COMPAT:-${TMPDIR:-/tmp}/d4r-rr-check-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 "$OUT")}"
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export PROTON_FORCE_NVAPI=1 DXVK_NVAPI_GPU_ARCH=AD100
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export D4R_SHIM_LOG="$(winpath "$OUT/d4r_nvngx.log")"
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set +e
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"$PROTON_DIR/proton" run "$APP/rr_backend_check.exe" "$(winpath "$D4R_DIR/d4r_nvngx.dll")" "$(winpath "$OUT")" "$@" \
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> "$OUT/stdout.log" 2> "$OUT/stderr.log"
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status=$?
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set -e
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printf 'exit=%s\n' "$status" >> "$OUT/run-manifest.txt"
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grep -E '^(check=|overall=|tonemapped)' "$OUT/stdout.log" || true
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exit "$status"
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