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