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:
1 parent
17c1828f97
commit
34e6b0fe71
83 files changed
+11300
-195
No files matched your search
@@ -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. */
|
||||
|
||||
Reference in new issue
Block a user