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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@@ -66,6 +66,7 @@ uint HU2_(u16vec2 u) { return uint(u.x) | (uint(u.y) << 16); }
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uint H2U(f16vec2 h) { return HU2_(float16BitsToUint16(h)); }
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int s16(uint u) { return (int(u) << 16) >> 16; }
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float rcp_a(float x) { return 1.0 / x; }
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vec4 fetch0(sampler2D t, ivec2 c) { const ivec2 n = textureSize(t, 0); return (c.x < 0 || c.y < 0 || c.x >= n.x || c.y >= n.y) ? vec4(0.0) : texelFetch(t, c, 0); }
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// x + copysign(0.5, x) rounded toward zero and then truncated: round half away from zero, exactly
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float round_half_away(float x) { float t = trunc(x); return abs(x - t) >= 0.5 ? t + sign(x) : t; }
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uint PARAM32(uint o) { return param.w[o >> 2]; }
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@@ -509,10 +510,11 @@ class RRT(base.T):
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off = self.handle_off(h)
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self.textures.add(off)
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if 'base' in o and o[-1] == 's32':
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# integer coordinates still go through the texture's address mode in CUDA (clamp for every denoiser
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# texture); texelFetch does not clamp, and what it returns out of range depends on the device's robustness
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fetch = (f'texelFetch(T{off}, clamp(ivec2({self.val(c[0], "s32")}, {self.val(c[1], "s32")}), ivec2(0), '
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f'textureSize(T{off}, 0) - 1), 0)')
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# an integer fetch outside the image: CUDA applies the texture's address mode (clamp for every denoiser
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# texture), but the reference this engine is checked against is ZLUDA, whose image load returns zero there
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# (zluda_ptx_impl.cpp fetch_2D). The output stage's specular reprojection reads such neighbours at the image
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# border: with clamp its surfaces were 99.92% identical to the capture, with zero 99.997% (capDX, 2026-10-12)
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fetch = f'fetch0(T{off}, ivec2({self.val(c[0], "s32")}, {self.val(c[1], "s32")}))'
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elif 'base' in o and o[-1] == 'f32':
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fetch = f'textureLod(T{off}, vec2({self.val(c[0], "f32")}, {self.val(c[1], "f32")}), 0.0)'
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elif 'level' in o and o[-1] == 'f32':
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