code wiki / _hdl_build / nx_gx6_tonemap_gate.nx
nx_gx6_tonemap_gate.nx
buildroot/runtime/_hdl_build/nx_gx6_tonemap_gate.nx
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nx_gx6_tonemap_gate.nx -- seq260 EAT-BY-BUILD: a real fixed-point TONEMAP replaces the hard 255 clamp.
MEASURED defect: 50.4 percent of a real game frame (Gx-4 walk tick5, 99090/196608 px) clamped to pure
255,255,255 -- every bright surface went FLAT, all material detail in highlights destroyed. A blown-out
surface scores WORSE than a dim one with any detail-scoring critic, so this capped human_fidelity directly.
sg_tonemap = extended Reinhard out = x(1+x/W^2)/(1+x) with an explicit white point. The point is not that
pixels get darker -- it is that DISTINCT RADIANCES STAY DISTINCT. This gate proves exactly that, at the
function level (against a simulated old clamp) and on a real bright render. license_tier: ORIGINAL expect_exit: 0
dependencies 2 imports · 0 importers
imports: nx_swgpu.nxnx_png_write.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 11 | func tm_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } called by 1: main |
| 12 | func tm_pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } called by 1: main |
| 15 | func tm_oldclamp(v: i64) -> i64 { if v > 255 { return 255 } if v < 0 { return 0 } return v } called by 1: main |
| 17 | func tm_fb_rgb(base: i64, dst: *u8) -> i64 |
| 31 | func tm_stats(rgb: *u8, hist: *i64, out: *i64) -> i64 |
| 68 | func main() -> i64 |