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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@@ -9,13 +9,15 @@ struct GameUpscalerE::Impl {
uint32_t width, height, outputWidth, outputHeight, motionWidth, motionHeight;
game_detail::CanonicalInputs fallback;
bool started = false;
Impl(EModel& m, VkPhysicalDevice p, VkDevice d, uint32_t ow, uint32_t oh, uint32_t rw, uint32_t rh, bool hdr, bool lowRes)
: model(m), engine(m, rw, rh, ow, oh, hdr, lowRes), width(rw), height(rh), outputWidth(ow), outputHeight(oh),
Impl(EModel& m, VkPhysicalDevice p, VkDevice d, uint32_t ow, uint32_t oh, uint32_t rw, uint32_t rh, bool hdr, bool lowRes,
bool autoExposure)
: model(m), engine(m, rw, rh, ow, oh, hdr, lowRes, autoExposure), width(rw), height(rh), outputWidth(ow), outputHeight(oh),
motionWidth(lowRes ? rw : ow), motionHeight(lowRes ? rh : oh), fallback(p, d, rw, rh, motionWidth, motionHeight) {}
};
GameUpscalerE::GameUpscalerE(EModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
uint32_t renderWidth, uint32_t renderHeight, bool hdr, bool lowResMotion)
: impl(std::make_unique<Impl>(model, physical, device, outputWidth, outputHeight, renderWidth, renderHeight, hdr, lowResMotion)) {}
uint32_t renderWidth, uint32_t renderHeight, bool hdr, bool lowResMotion, bool autoExposure)
: impl(std::make_unique<Impl>(model, physical, device, outputWidth, outputHeight, renderWidth, renderHeight, hdr, lowResMotion,
autoExposure)) {}
GameUpscalerE::~GameUpscalerE() = default;
void GameUpscalerE::record(VkCommandBuffer cb, const GameFrameE& frame) {
@@ -39,6 +41,7 @@ void GameUpscalerE::record(VkCommandBuffer cb, const GameFrameE& frame) {
s.jitter[0] = frame.jitter[0]; s.jitter[1] = frame.jitter[1];
s.motionScale[0] = frame.motionScale[0]; s.motionScale[1] = frame.motionScale[1];
s.reset = frame.reset;
s.preExposure = frame.preExposure; s.exposureScale = frame.exposureScale;
FrameImages images{};
images.color = directColor ? frame.color.view : g.fallback.color.view;
images.motion = directMotion ? frame.motion.view : g.fallback.motion.view;