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.
45 lines
1.8 KiB
C
45 lines
1.8 KiB
C
#pragma once
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#include <stdint.h>
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/* Shared Wine/HIP ABI. Pitches are bytes; motion pixels are packed RG16F. */
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typedef struct D4rMotionDilationParams
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{
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uint64_t depth, motion, output;
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uint64_t depth_pitch, motion_pitch;
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uint32_t render_width, render_height, motion_width, motion_height;
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float jitter_x, jitter_y;
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uint32_t radius, reversed_depth;
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} D4rMotionDilationParams;
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/* Exact LDS specialization; allocation padding is outside this active grid. */
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static inline int d4r_motion_dilation_lds_eligible(const D4rMotionDilationParams* p)
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{
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return p->motion_width == p->render_width && p->motion_height == p->render_height &&
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p->jitter_x == 0 && p->jitter_y == 0 && p->radius >= 1 && p->radius <= 2;
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}
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/* Low-resolution velocity and depth share the render raster grid. Allocation
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padding is not part of that grid; retain the original NGX flags and MV scale.
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Display-resolution velocity still needs the jittered depth-grid mapping. */
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static inline int d4r_motion_dilation_geometry(D4rMotionDilationParams* p, uint32_t flags,
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uint32_t output_width, uint32_t output_height)
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{
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if ((flags & 4u) != 0 || p->render_width == 0 || p->render_height == 0)
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return 0; /* Jittered motion values remain unsupported. */
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if ((flags & 2u) != 0)
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{
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if (p->motion_width < p->render_width || p->motion_height < p->render_height)
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return 0;
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p->motion_width = p->render_width;
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p->motion_height = p->render_height;
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p->jitter_x = p->jitter_y = 0;
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return 1;
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}
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return p->motion_width == output_width && p->motion_height == output_height;
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}
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#ifdef __cplusplus
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static_assert(sizeof(D4rMotionDilationParams) == 72, "motion dilation ABI");
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#else
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_Static_assert(sizeof(D4rMotionDilationParams) == 72, "motion dilation ABI");
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#endif
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