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.
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@@ -22,7 +22,7 @@ bool gameMotionFormat(VkFormat format) {
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}
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bool gameDepthFormat(VkFormat format, VkImageAspectFlags aspect) {
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bool gameDepthFormat(VkFormat format, VkImageAspectFlags aspect) {
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if (aspect & VK_IMAGE_ASPECT_DEPTH_BIT) return depthAspect(format);
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if (aspect & VK_IMAGE_ASPECT_DEPTH_BIT) return depthAspect(format);
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return format == VK_FORMAT_R32_SFLOAT || format == VK_FORMAT_R16_SFLOAT || format == VK_FORMAT_R16_UNORM;
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return format == VK_FORMAT_R32_SFLOAT || format == VK_FORMAT_R32_UINT || format == VK_FORMAT_R16_SFLOAT || format == VK_FORMAT_R16_UNORM;
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}
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}
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bool gameOutputFormat(VkFormat format) { return gameColorFormat(format); }
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bool gameOutputFormat(VkFormat format) { return gameColorFormat(format); }
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