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