engine: presets E/F AutoExposure, the game's exposure fields and NGX's jitter order

NGX's CNN takes this frame's exposure scale and pre-exposure in both translated kernels (input words 244-256,
reconstruction 592-604) and the previous frame's exposure as the input kernel's texture 352
(cuda_copy_exposure_kernel's half surface). The runtime left all of it at the model dump's values, so HDR games
with a pre-exposure other than 1 or a changing exposure measured 18-39 dB against NGX; now 54-64 dB.

AutoExposure (flag 0x40), which the shim refused for E/F: NGX runs K's log-mean measurement on M's grid every
second frame. exposure_k.comp MODE 3 writes it to the 1x1 image the kernels sample; sr/exposure_copy_e.comp
keeps the previous exposure. 60-66 dB over eleven frames at 960x540 -> 1920x1080, pre-exposure 19-21.

The reconstruction's jitter words 544-556 are (y, x); the runtime wrote (-x, -y), which matches only the
harness's first three jitters, so every later frame of a game's jitter sequence measured 26-28 dB. Twelve-frame
captures now measure 60-66 dB HDR and LDR; on the Steam Deck through the shim 51-67 dB against ZLUDA.

The D3D12 harness takes per-frame lists in D4R_HARNESS_PRE_EXPOSURE / _EXPOSURE_SCALE; d4r-e takes the
AutoExposure flag, per-frame exposure values and the game's exposure texture. E/F models need rebuilding
(the install's model cache key changes); older models keep the old binding and refuse AutoExposure.
This commit is contained in:
woutermans committed 2026-10-19 02:42:48 +02:00
1 parent 916b0d1467
commit 3f66081add
12 files changed
+249 -47

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@@ -20,6 +20,8 @@ variants use aligned word accesses for their packed tensors. Writes:
<stage>.spv the network stages
input-<v>.spv / .globals.bin, final-<v>.spv / .globals.bin the translated kernels
input.args, final.args their argument blocks from the dump (the runtime rewrites every frame-dependent field)
exposure_e0.spv / _e1.spv NGX's AutoExposure measurement (engine/exposure_k.comp MODE 3)
exposure_copy_e.spv NGX's copy of the frame's exposure that the next frame reads (engine/sr/exposure_copy_e.comp)
Everything but d4r's shaders is derived from the user's DLL: it stays on their machine and is never packaged.
"""
import argparse
@@ -198,7 +200,11 @@ def main():
for off in l.ptr:
block[off:off + 8] = bytes(8)
(out / f'{name}.args').write_bytes(bytes(block))
lines += ['template input input.args', 'template final final.args']
for p in '01':
glsl(HERE / 'exposure_k.comp', out / f'exposure_e{p}.spv', ['-DMODE=3', f'-DPASS={p}'])
glsl(HERE / 'sr' / 'exposure_copy_e.comp', out / 'exposure_copy_e.spv')
lines += ['template input input.args', 'template final final.args', 'exposure exposure_e0.spv exposure_e1.spv',
'exposure_copy exposure_copy_e.spv']
(out / 'e.txt').write_text('\n'.join(lines) + '\n')
print(f'Super Resolution CNN model in {out} ({len(blob)} weight bytes)')