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.
This commit is contained in:
ayo committed 2026-10-16 04:55:25 -04:00
1 parent 17c1828f97
commit 34e6b0fe71
83 files changed
+11300 -195

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@@ -12,6 +12,7 @@ class MotionGeometryTests(unittest.TestCase):
source = r'''
#include "d4r_motion_dilation.h"
#include <cassert>
#include <initializer_list>
int main() {
D4rMotionDilationParams p = {};
p.render_width = 854; p.render_height = 480;
@@ -21,6 +22,18 @@ int main() {
assert(d4r_motion_dilation_geometry(&low, 0xb, 2560, 1440));
assert(low.motion_width == 854 && low.motion_height == 480);
assert(low.motion_pitch == 4096 && low.jitter_x == 0 && low.jitter_y == 0);
for (unsigned radius : {1u, 2u}) {
low.radius = radius;
assert(d4r_motion_dilation_lds_eligible(&low));
auto fallback = low; fallback.jitter_x = 0.25f;
assert(!d4r_motion_dilation_lds_eligible(&fallback));
fallback = low; ++fallback.motion_height;
assert(!d4r_motion_dilation_lds_eligible(&fallback));
fallback = low; ++fallback.motion_width;
assert(!d4r_motion_dilation_lds_eligible(&fallback));
}
low.radius = 0; assert(!d4r_motion_dilation_lds_eligible(&low));
low.radius = 3; assert(!d4r_motion_dilation_lds_eligible(&low));
low = p;
assert(d4r_motion_dilation_geometry(&low, 0x4b, 2560, 1440));
low = p; low.motion_width = 853;