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.
59 lines
3.4 KiB
C++
59 lines
3.4 KiB
C++
#include "game_e.h"
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#include "game_internal.h"
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namespace d4r {
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struct GameUpscalerE::Impl {
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EModel& model;
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EEngine engine;
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uint32_t width, height, outputWidth, outputHeight, motionWidth, motionHeight;
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game_detail::CanonicalInputs fallback;
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bool started = false;
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Impl(EModel& m, VkPhysicalDevice p, VkDevice d, uint32_t ow, uint32_t oh, uint32_t rw, uint32_t rh, bool hdr, bool lowRes,
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bool autoExposure)
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: model(m), engine(m, rw, rh, ow, oh, hdr, lowRes, autoExposure), width(rw), height(rh), outputWidth(ow), outputHeight(oh),
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motionWidth(lowRes ? rw : ow), motionHeight(lowRes ? rh : oh), fallback(p, d, rw, rh, motionWidth, motionHeight) {}
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};
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GameUpscalerE::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)
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: impl(std::make_unique<Impl>(model, physical, device, outputWidth, outputHeight, renderWidth, renderHeight, hdr, lowResMotion,
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autoExposure)) {}
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GameUpscalerE::~GameUpscalerE() = default;
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void GameUpscalerE::record(VkCommandBuffer cb, const GameFrameE& frame) {
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auto& g = *impl;
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if (!gameColorFormat(frame.color.format) || !gameMotionFormat(frame.motion.format) ||
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!gameDepthFormat(frame.depth.format, frame.depth.aspect) || !gameOutputFormat(frame.output.format))
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throw std::runtime_error("unsupported game texture format");
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const bool directColor = frame.color.view != VK_NULL_HANDLE && !frame.color.x && !frame.color.y;
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const bool directMotion = frame.motion.view != VK_NULL_HANDLE && !frame.motion.x && !frame.motion.y;
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const bool directDepth = frame.depth.view != VK_NULL_HANDLE && !frame.depth.x && !frame.depth.y;
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const bool directOutput = game_detail::directOutput(frame.output, frame.color, frame.motion, frame.depth, false) &&
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!frame.output.x && !frame.output.y;
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if (!g.started) {
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if (!g.model.uploadRecorded()) g.model.recordUpload(cb);
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g.engine.recordInitialize(cb);
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g.started = true;
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}
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g.fallback.record(cb, frame.color, frame.motion, frame.depth, g.width, g.height, g.motionWidth, g.motionHeight,
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directColor, directMotion, directDepth);
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EFrameSettings s;
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s.jitter[0] = frame.jitter[0]; s.jitter[1] = frame.jitter[1];
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s.motionScale[0] = frame.motionScale[0]; s.motionScale[1] = frame.motionScale[1];
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s.reset = frame.reset;
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s.preExposure = frame.preExposure; s.exposureScale = frame.exposureScale;
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FrameImages images{};
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images.color = directColor ? frame.color.view : g.fallback.color.view;
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images.motion = directMotion ? frame.motion.view : g.fallback.motion.view;
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images.depth = directDepth ? frame.depth.view : g.fallback.depth.view;
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images.colorLayout = directColor ? frame.color.layout : VK_IMAGE_LAYOUT_GENERAL;
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images.motionLayout = directMotion ? frame.motion.layout : VK_IMAGE_LAYOUT_GENERAL;
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images.depthLayout = directDepth ? frame.depth.layout : VK_IMAGE_LAYOUT_GENERAL;
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images.exposure = frame.exposure.view;
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images.exposureLayout = frame.exposure.layout;
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g.engine.setFrame(images, s, directOutput ? FrameOutput{frame.output.view, frame.output.format} : FrameOutput{});
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g.engine.recordFrame(cb);
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if (!directOutput) game_detail::copyOutput(cb, g.engine.outputImage(), frame.output, g.outputWidth, g.outputHeight);
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}
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} // namespace d4r
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