rr: Cyberpunk's extra inputs (SSS guide, colour before particles) and hardware depth
- GameFrameR/RFrameImages: DLSSD.ScreenSpaceSubsurfaceScatteringGuide (arg 264) and DLSSD.ColorBeforeParticles (output stage, texture 416 with its own history pair 384/392, zero-initialised on first use); guides array 6 -> 8 - DLSS.Use.HW.Depth: byte 980 and output byte 443 bit 24 (Cyberpunk passes the nonlinear depth buffer); replay's 'inverted' field becomes a bitmask - shim: bind the two new resources, read the HW-depth flag, and accept every preset hint except E's 5 by mapping it to D's diamond_wallaby kernels (harness captures show 0x80000002/0x80000005 run preset D) - harness: D4R_HARNESS_RR_EXTRA=particles,sss and D4R_HARNESS_RR_HW_DEPTH=1 - ptx2rr: out-of-range integer fetches return zero, matching ZLUDA's behaviour (the reference the stages are checked against) - engine/rr/README: the capture findings behind the offsets
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@@ -9,6 +9,8 @@ struct GameFrameR {
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GameImage color, depth, motion, normals, roughness, diffuseAlbedo, specularAlbedo, output;
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// optional (image null: the game passes none): DLSSD.SpecularHitDistance, DLSS.DisocclusionMask
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GameImage specularHitDistance, disocclusionMask;
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// optional too: DLSSD.ScreenSpaceSubsurfaceScatteringGuide, DLSSD.ColorBeforeParticles
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GameImage subsurfaceGuide, colorBeforeParticles;
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RFrameSettings settings;
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};
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class GameDenoiser {
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