Files
d4r/engine/rr/rr_inputs.py
T
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

71 lines
3.3 KiB
Python

#!/usr/bin/env python3
"""Write the game inputs of a capture's denoiser frames for engine/replay_rr.cpp (d4r-rr).
usage: rr_inputs.py CAPTURE OUT_DIR [--frames N] [--no-reset]
The inputs are enc0's textures (colour 160, motion 168, normals 184, roughness 192, the albedos 232 and 240, depth
512); the frame settings come from enc0's argument block: jitter (320), motion scale (344, in output pixels per
render pixel), depth inversion (528) and the camera, whose rotation-times-projection (596) and projection (660) give
back a world-to-view rotation and the view-to-clip matrix that reproduce the block. The harness passes reset on every
frame (scripts/run_rr_engine_compare.sh); --no-reset clears it after the first frame.
"""
import argparse
import os
import struct
import sys
from pathlib import Path
import numpy as np
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
from rr_capture import Capture # noqa: E402
OPTIONAL = {'hitdistance': 248, 'disocclusion': 296, 'sss': 264} # encoder 0 textures
OPTIONAL_OUTPUT = {'particles': 416} # output stage textures
INPUTS = {'color': 160, 'motion': 168, 'normals': 184, 'roughness': 192, 'diffuse': 232, 'specular': 240, 'depth': 512}
def main():
ap = argparse.ArgumentParser()
ap.add_argument('capture')
ap.add_argument('out', type=Path)
ap.add_argument('--frames', type=int, default=3)
ap.add_argument('--no-reset', action='store_true')
o = ap.parse_args()
cap = Capture(o.capture)
o.out.mkdir(parents=True, exist_ok=True)
lines = []
for f in range(1, o.frames + 1):
enc0 = cap.find('swin_enc0', f)
a = enc0.args
u32 = lambda off: struct.unpack_from('<I', a, off)[0]
f32 = lambda off: struct.unpack_from('<f', a, off)[0]
mat = lambda off: np.array(struct.unpack_from('<16f', a, off), np.float64).reshape(4, 4)
rw, rh, ow, oh = u32(144), u32(148), u32(472), u32(476)
if f == 1:
lines.append(f'size {rw} {rh} {ow} {oh}')
images = {i.offset: i for i in enc0.images}
for name, off in INPUTS.items():
(o.out / f'{f}-{name}.bin').write_bytes(images[off].path.read_bytes())
for name, off in OPTIONAL.items(): # DLSSD.SpecularHitDistance, DLSS.DisocclusionMask when the game passed them
if off in images:
(o.out / f'{f}-{name}.bin').write_bytes(images[off].path.read_bytes())
out_images = {i.offset: i for i in cap.find('hkpn_output', f).images}
for name, off in OPTIONAL_OUTPUT.items(): # DLSSD.ColorBeforeParticles
if off in out_images:
(o.out / f'{f}-{name}.bin').write_bytes(out_images[off].path.read_bytes())
clip = mat(660)
view = mat(596) @ np.linalg.inv(clip)
view[3, :3] = 0.0
jx, jy = f32(320), f32(324)
mvx, mvy = f32(344) * rw / ow, f32(348) * rh / oh
reset = 1 if f == 1 or not o.no_reset else 0
values = ' '.join(f'{v:.9g}' for v in list(view.flatten()) + list(clip.flatten()))
lines.append(f'frame {f} {jx:.9g} {jy:.9g} {mvx:.9g} {mvy:.9g} 1 {reset} {u32(528) | (a[980] << 1)} {values}')
(o.out / 'frames.txt').write_text('\n'.join(lines) + '\n')
print(f'{o.frames} frames of {o.capture} in {o.out}')
if __name__ == '__main__':
main()