Commit Graph
4 Commits
Author SHA1 Message Date
ayo 34e6b0fe71 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.
2026-10-16 04:55:25 -04:00
woutermans 8eb7a94533 engine/rr: native preset F (DLSS 4.5 Ray Reconstruction) and the reference's fused roundings
- engine/compile_rr2.py, runtime_rr2.inc, engine/rr/rr2_m.comp, exposure_f.comp,
  gen_rr2_enc0.py, rr2_pack.py, rr2_ref.py: the rr2_* model (nvngx_dlssd.dll 310.9's
  third network) as d4r's own shaders - exposure, enc0 gather/block split, enc1-5 and
  dec4-0 through one matrix shader, translated output passes; weights packed from the
  DLL, argument blocks from the capture
- ptx2rr: match the driver's fused roundings - opaque-zero OR around cvt.rn.f16.f32
  against v_fma_mix, half-away-from-zero formatted stores, UNORM 10:10:10:2 as RGBA32F
  of q/1023, OCML tanhF with the AMDGPU exp lowering, binary16 fma and fetch roundings;
  --probe for register bisection against ZLUDA
- dec0_m/swin_m/enc0_*: RR_MIX build option (D4R_RR_MIX=1), one v_fma_mix rounding per
  32-deep step, ~5% faster, not bit-exact; default build stays exact
- runtime_rr.inc: RModel/REngine dispatch to the D4RR0002 model; replay_rr: RGBA32F and
  A2B10G10R1010 texel sizes, roughnessPacked bit, larger debug staging
- shim: engine\rr-f model slot, 310.9 version probe so preset F is only claimed when the
  CUDA path has it; d4r.ini / d4r_config.py Model = F; run_rr_engine_compare.sh D4R_RR_DLL
- kernels/rr/swin_native.h + rr_swin_native_test.cpp: HIP port of encoder 1 for the
  FP8-product and rounding cost measurements
- engine/rr/README: preset F's block, options, capture-by-capture results, timings and
  the open camera-matrix difference
2026-10-13 13:59:17 +02:00
woutermans db24805160 rr: Cyberpunk's extra inputs (SSS guide, colour before particles) and hardware depth
- GameFrameR/RFrameImages: DLSSD.ScreenSpaceSubsurfaceScatteringGuide (arg 264)
  and DLSSD.ColorBeforeParticles (output stage, texture 416 with its own history
  pair 384/392, zero-initialised on first use); guides array 6 -> 8
- DLSS.Use.HW.Depth: byte 980 and output byte 443 bit 24 (Cyberpunk passes the
  nonlinear depth buffer); replay's 'inverted' field becomes a bitmask
- shim: bind the two new resources, read the HW-depth flag, and accept every
  preset hint except E's 5 by mapping it to D's diamond_wallaby kernels
  (harness captures show 0x80000002/0x80000005 run preset D)
- harness: D4R_HARNESS_RR_EXTRA=particles,sss and D4R_HARNESS_RR_HW_DEPTH=1
- ptx2rr: out-of-range integer fetches return zero, matching ZLUDA's behaviour
  (the reference the stages are checked against)
- engine/rr/README: the capture findings behind the offsets
2026-10-12 13:06:59 +02:00
woutermans 50fa65d87b 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
2026-10-12 12:47:53 +02:00