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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ayo committed 2026-10-16 04:55:25 -04:00
1 parent 17c1828f97
commit 34e6b0fe71
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+11300 -195

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@@ -11,6 +11,13 @@ typedef struct D4rMotionDilationParams
uint32_t radius, reversed_depth;
} D4rMotionDilationParams;
/* Exact LDS specialization; allocation padding is outside this active grid. */
static inline int d4r_motion_dilation_lds_eligible(const D4rMotionDilationParams* p)
{
return p->motion_width == p->render_width && p->motion_height == p->render_height &&
p->jitter_x == 0 && p->jitter_y == 0 && p->radius >= 1 && p->radius <= 2;
}
/* Low-resolution velocity and depth share the render raster grid. Allocation
padding is not part of that grid; retain the original NGX flags and MV scale.
Display-resolution velocity still needs the jittered depth-grid mapping. */