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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

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d4r
Copyright 2026 countervolts and the d4r contributors
Modified in this fork for CUDA Ray Reconstruction support and validation (2026).
This product is licensed under the GNU General Public License, version 3 only
(GPL-3.0-only; see LICENSE), except for the files
listed below.
patches/zluda/*.patch
Changes to ZLUDA (https://github.com/vosen/ZLUDA). ZLUDA is dual-licensed under the Apache
License, Version 2.0 and the MIT license; the ZLUDA portions of these patches are offered
under the same terms. Changes to LLVM within these patches retain the Apache License,
Version 2.0 with LLVM exceptions.
patches/vkd3d-proton/*.patch
Changes to vkd3d-proton (https://github.com/HansKristian-Work/vkd3d-proton), which is licensed
under the GNU Lesser General Public License, version 2.1. These patches are offered under the
same license.
third_party/fidelityfx/
AMD FidelityFX SDK 2.3.0 API headers (ffx_api.h, ffx_api_types.h, ffx_denoiser.h), copied
unmodified; the SDK license lists them under the MIT license (third_party/fidelityfx/LICENSE.txt).
AMD's runtime DLLs are not included and remain under AMD's binary terms.
kernels/support/fsr_rr_prepare.comp
Its diffuse/specular split follows the DLSS-RR to FSR-RR adapter in Zach Hembree's OptiScaler
branch ffx-denoise-experimental and burak113's continuation (GPL-3.0).
Release zips (scripts/package_release.sh) also bundle binaries of ZLUDA (Apache-2.0 or MIT, with
LLVM under Apache-2.0 with LLVM exceptions), the patched vkd3d-proton (LGPL-2.1) and OptiScaler
(https://github.com/optiscaler/OptiScaler, GPL-3.0, unmodified). Each zip carries their license
texts in d4r/licenses and says where every file comes from in d4r/source/SOURCES.txt.
Release zips include install.sh to download NVIDIA's nvngx_dlss.dll and _nvngx.dll separately.
Optional builds may bundle those DLLs and nvngx_dlssd.dll. Release zips also include DLSS kernels compiled from NVIDIA's
PTX. Those are NVIDIA's property, are not covered by this repository's license, and are included
by whoever publishes the zip. Downloaded DLLs remain governed by NVIDIA's license terms.
This repository contains no NVIDIA software. The NVIDIA DLSS feature libraries (nvngx_dlss.dll and
nvngx_dlssd.dll) and the NGX core (_nvngx.dll) are NVIDIA's; you supply your own copies, and their use is governed by
NVIDIA's license terms. At build time, kernels/tools/extract_dlss_ptx.py reads PTX from your copy
of nvngx_dlss.dll into kernels/extracted/, which is not part of the repository and must not be
redistributed. The same holds for the model files the native engine's tools write (engine/README.md):
weights.bin, offsets.bin, lut.bin, hipnet.bin and model.json hold values read from NVIDIA's DLSS.
NVIDIA and DLSS are trademarks of NVIDIA Corporation. AMD, Radeon and FSR are trademarks of
Advanced Micro Devices, Inc. This project is not affiliated with or endorsed by either company.