engine: accept R32_UINT depth

gameDepthFormat now admits VK_FORMAT_R32_UINT alongside the existing
float/UNORM depth formats. The RR engine's hardwareDepth path
(DLSS.Use.HW.Depth) already handles the nonlinear interpretation;
the format check was the only gate keeping the feature on the CUDA
fallback.

Fixes Cyberpunk 2077 with RR enabled falling back to the CUDA path.
This commit is contained in:
Tk-Glitch committed 2026-10-18 21:55:00 +02:00
1 parent 689ac6f270
commit a4dd4275fb
1 file changed
+1 -1
+1 -1
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@@ -22,7 +22,7 @@ bool gameMotionFormat(VkFormat format) {
}
bool gameDepthFormat(VkFormat format, VkImageAspectFlags aspect) {
if (aspect & VK_IMAGE_ASPECT_DEPTH_BIT) return depthAspect(format);
return format == VK_FORMAT_R32_SFLOAT || format == VK_FORMAT_R16_SFLOAT || format == VK_FORMAT_R16_UNORM;
return format == VK_FORMAT_R32_SFLOAT || format == VK_FORMAT_R32_UINT || format == VK_FORMAT_R16_SFLOAT || format == VK_FORMAT_R16_UNORM;
}
bool gameOutputFormat(VkFormat format) { return gameColorFormat(format); }