[mod:dishonored2] Add RenoDX support - #633
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Supersedes #620
This Draft replaces #620 with the same nine-file Dishonored 2 diff replayed as two clean commits directly on clshortfuse/renodx:main. It intentionally excludes local Test25/PsychoV work and generated artifacts.
Summary
SwapChainPassproxy.DISHONORED2_GRAPHICAL_UPGRADE_COMPATIBILITY_ABI = 1for optional Dishonored2GraphicalUpgrade integration.Why
Dishonored 2 exposes the real scene, exposure, bloom, vanilla tone curve, and 3D color grade in the target tonemap shaders. This implementation feeds those proven pre-SDR and vanilla-reference signals into
ToneMapPassinstead of inverse-tonemapping a completed SDR frame. The FP16 resource clone prevents the upgraded result from being clipped by the original RGBA8 intermediate, while the proxy shader is limited to final HDR10 encoding.Defaults
New installations keep the original presentation effects neutral by default:
Existing saved settings continue to use their stored values.
Build verification
Validated from a clean branch based on
clshortfuse/main:Checks performed:
git diff --checkmetadata.jsonvalidated againstrenodx-metadata-schema.json0xA6F33860,0x11E16EF3,0x1A0CD2AE, and both swapchain proxy shadersbuild/Release/renodx-dishonored2.addon64NAME,DESCRIPTION, andDISHONORED2_GRAPHICAL_UPGRADE_COMPATIBILITY_ABI.csoor addon binaries are included in the diffRuntime verification boundary
The source build before this clean upstream port was tested in game by the author. Its ReShade 6.8 log confirms addon loading, registration of all three replacement hashes, and simultaneous Dishonored2GraphicalUpgrade loading. The binary built from this exact upstream branch has not yet been runtime-retested, so this PR is intentionally a Draft.
Draft note
The current implementation selects HDR10 output at startup and does not yet expose a synchronized SDR/HDR output toggle. This is left explicit for maintainer feedback rather than expanding the initial port beyond the tested game path.