engine/rr: native Ray Reconstruction stages with capture/replay and shim integration
- engine/rr: d4r's own shaders for the denoiser frame (exposure, six encoders,
five decoders, hkpn output stage) at NGX layouts, plus PTX->GLSL/HIP packing
scripts, reference implementations and weight extraction
- runtime.h/runtime_rr.inc, game_rr.{h,cpp}: GameDenoiser wired into the engine
build (d4r-rr replay binary) and the D3D12 shim's feature-13 path
- shim: answer GetFeatureRequirements from d4r's own state only (the old
cross-binary CUDA handoff crashed OptiScaler's scan); drop the core's
CUDA GetFeatureRequirements import
- shim/harness: exact guide capture/replay of a frame's RR inputs
- kernels/rr: expanded enc0/engine prototypes; kernels/tools: ptxsim rewrite
plus rrsim and an engine test; vulkan: ptx2glsl FP8/cooperative-matrix
support, kvk inout buffers and KVK_DISABLE_OPTIMIZATION
- bridge: report the surface array in cuSurfObjectCreate traces
- packaging: RR settings and the ICU launch overrides in D4R_README
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#!/usr/bin/env python3
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"""Write the game inputs of a capture's denoiser frames for engine/replay_rr.cpp (d4r-rr).
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usage: rr_inputs.py CAPTURE OUT_DIR [--frames N] [--no-reset]
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The inputs are enc0's textures (colour 160, motion 168, normals 184, roughness 192, the albedos 232 and 240, depth
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512); the frame settings come from enc0's argument block: jitter (320), motion scale (344, in output pixels per
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render pixel), depth inversion (528) and the camera, whose rotation-times-projection (596) and projection (660) give
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back a world-to-view rotation and the view-to-clip matrix that reproduce the block. The harness passes reset on every
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frame (scripts/run_rr_engine_compare.sh); --no-reset clears it after the first frame.
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"""
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import argparse
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import os
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import struct
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import sys
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from pathlib import Path
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import numpy as np
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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from rr_capture import Capture # noqa: E402
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OPTIONAL = {'hitdistance': 248, 'disocclusion': 296}
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INPUTS = {'color': 160, 'motion': 168, 'normals': 184, 'roughness': 192, 'diffuse': 232, 'specular': 240, 'depth': 512}
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def main():
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ap = argparse.ArgumentParser()
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ap.add_argument('capture')
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ap.add_argument('out', type=Path)
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ap.add_argument('--frames', type=int, default=3)
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ap.add_argument('--no-reset', action='store_true')
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o = ap.parse_args()
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cap = Capture(o.capture)
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o.out.mkdir(parents=True, exist_ok=True)
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lines = []
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for f in range(1, o.frames + 1):
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enc0 = cap.find('swin_enc0', f)
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a = enc0.args
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u32 = lambda off: struct.unpack_from('<I', a, off)[0]
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f32 = lambda off: struct.unpack_from('<f', a, off)[0]
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mat = lambda off: np.array(struct.unpack_from('<16f', a, off), np.float64).reshape(4, 4)
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rw, rh, ow, oh = u32(144), u32(148), u32(472), u32(476)
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if f == 1:
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lines.append(f'size {rw} {rh} {ow} {oh}')
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images = {i.offset: i for i in enc0.images}
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for name, off in INPUTS.items():
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(o.out / f'{f}-{name}.bin').write_bytes(images[off].path.read_bytes())
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for name, off in OPTIONAL.items(): # DLSSD.SpecularHitDistance, DLSS.DisocclusionMask when the game passed them
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if off in images:
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(o.out / f'{f}-{name}.bin').write_bytes(images[off].path.read_bytes())
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clip = mat(660)
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view = mat(596) @ np.linalg.inv(clip)
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view[3, :3] = 0.0
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jx, jy = f32(320), f32(324)
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mvx, mvy = f32(344) * rw / ow, f32(348) * rh / oh
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reset = 1 if f == 1 or not o.no_reset else 0
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values = ' '.join(f'{v:.9g}' for v in list(view.flatten()) + list(clip.flatten()))
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lines.append(f'frame {f} {jx:.9g} {jy:.9g} {mvx:.9g} {mvy:.9g} 1 {reset} {u32(528)} {values}')
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(o.out / 'frames.txt').write_text('\n'.join(lines) + '\n')
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print(f'{o.frames} frames of {o.capture} in {o.out}')
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if __name__ == '__main__':
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main()
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