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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@@ -90,6 +90,13 @@ int main(int argc, char** argv)
float prio = 1; VkDeviceQueueCreateInfo qci{VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO}; qci.queueFamilyIndex = qi; qci.queueCount = 1; qci.pQueuePriorities = &prio;
std::vector<const char*> exts;
if (cm.cooperativeMatrix) exts.push_back(VK_KHR_COOPERATIVE_MATRIX_EXTENSION_NAME);
// Some drivers report shaderFloat8 without exposing the extension (RADV gfx11). Only enable an advertised extension.
uint32_t ne = 0; CK(vkEnumerateDeviceExtensionProperties(pd, nullptr, &ne, nullptr));
std::vector<VkExtensionProperties> ep(ne); CK(vkEnumerateDeviceExtensionProperties(pd, nullptr, &ne, ep.data()));
const bool hasFloat8 = std::any_of(ep.begin(), ep.end(), [](const auto& e) {
return strcmp(e.extensionName, VK_EXT_SHADER_FLOAT8_EXTENSION_NAME) == 0;
});
if (!hasFloat8) f8.shaderFloat8 = f8.shaderFloat8CooperativeMatrix = VK_FALSE;
if (f8.shaderFloat8) exts.push_back(VK_EXT_SHADER_FLOAT8_EXTENSION_NAME);
if (!cm.cooperativeMatrix) v13.pNext = nullptr; else if (!f8.shaderFloat8) cm.pNext = nullptr;
VkDeviceCreateInfo dci{VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO, &f2}; dci.queueCreateInfoCount = 1; dci.pQueueCreateInfos = &qci;