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.
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woutermans committed 2026-10-19 02:42:48 +02:00
1 parent 916b0d1467
commit 3f66081add
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@@ -2012,12 +2012,25 @@ int main(int argc, char** argv)
}
else if (temporal)
d4r_ngx_set_int(parameters, "Reset", forceReset || frame == 1 ? 1 : 0);
// D4R_HARNESS_PRE_EXPOSURE / D4R_HARNESS_EXPOSURE_SCALE: non-neutral values on every frame, as games
// with their own exposure pipeline pass them.
// D4R_HARNESS_PRE_EXPOSURE / D4R_HARNESS_EXPOSURE_SCALE: non-neutral values, as games with their own
// exposure pipeline pass them. A comma list gives one value per frame (the last repeats).
auto scheduled = [frame](const char* list) {
float value = 1.0f;
const char* cursor = list;
for (int index = 1; index <= frame; ++index)
{
char* end = nullptr;
value = std::strtof(cursor, &end);
if (*end != ',')
break;
cursor = end + 1;
}
return value;
};
if (const char* value = std::getenv("D4R_HARNESS_PRE_EXPOSURE"))
d4r_ngx_set_float(parameters, "DLSS.Pre.Exposure", static_cast<float>(std::atof(value)));
d4r_ngx_set_float(parameters, "DLSS.Pre.Exposure", scheduled(value));
if (const char* value = std::getenv("D4R_HARNESS_EXPOSURE_SCALE"))
d4r_ngx_set_float(parameters, "DLSS.Exposure.Scale", static_cast<float>(std::atof(value)));
d4r_ngx_set_float(parameters, "DLSS.Exposure.Scale", scheduled(value));
// D4R_HARNESS_NGX_FLOATS="Name=value,Name=value": float evaluation parameters set on every frame after the
// defaults (e.g. MV.Scale.X=2,FrameTimeDeltaInMsec=8), to see how NGX passes them on.
if (const char* list = std::getenv("D4R_HARNESS_NGX_FLOATS"))