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.
31 lines
1.7 KiB
C++
31 lines
1.7 KiB
C++
// Adapter between a game's own textures and the preset E/F engine (DLSS 3's CNN, engine/runtime_e.inc): input
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// conversion, the frame and the copy into the game's output texture, all recorded into the game's command buffer.
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#pragma once
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#include "game.h"
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namespace d4r {
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struct GameFrameE {
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GameImage color, depth, motion, output; // as for GameUpscaler; compatible views at origin zero may be borrowed
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GameImage exposure; // HDR without autoExposure: the game's 1x1 float exposure (a sampled view), else 1
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float jitter[2] = {0, 0};
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float motionScale[2] = {1, 1}; // NGX's MV scale
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float preExposure = 1, exposureScale = 1; // the game's (DLSS.Pre.Exposure, DLSS.Exposure.Scale)
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bool reset = false;
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};
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class GameUpscalerE {
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public:
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// The model must outlive this object. Render size fixed for its lifetime (a new size needs a new adapter).
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// lowResMotion: motion at the render size (NGX's MVLowRes), otherwise at the output size. autoExposure: NGX's
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// AutoExposure (HDR), the exposure measured from the colour (EModel::hasAutoExposure).
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GameUpscalerE(EModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
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uint32_t renderWidth, uint32_t renderHeight, bool hdr, bool lowResMotion, bool autoExposure = false);
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~GameUpscalerE(); // only once every recorded frame has completed on the GPU
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GameUpscalerE(const GameUpscalerE&) = delete;
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GameUpscalerE& operator=(const GameUpscalerE&) = delete;
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void record(VkCommandBuffer command, const GameFrameE& frame);
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private:
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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} // namespace d4r
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