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A Ray Reconstruction evaluate is no longer mirrored onto the super-resolution feature. A denoise hands over the same Color, Depth, MotionVectors and Output as an upscale, so those four cannot tell the two apart. Twelve resource keys that only the denoiser sets are probed on every evaluate, in both spellings, and a match is forwarded untouched. A feature created through these hooks was already recognised by handle; this covers the one case that table cannot, a feature created before the hooks went in. No shipping D3D11 title is known to produce such an evaluate: the NGX SDK defines NVSDK_NGX_D3D11_DLSSD_Eval_Params, but D3D11 has no ray tracing API and none of the denoiser's inputs exist. Insurance and a diagnostic; not verified doing its work.
Added
The first five evaluates list NormalRoughness, DiffuseAlbedo, SpecularAlbedo and SpecularHitDistance, so a log that hits this shows why nothing was mirrored.
A note in bridge.inc stating the three rules any second source of contract must obey: it must arrive already complete, the size fallback in BridgeFrame is a last-resort repair rather than a supply route, and DLSS.Feature.Create.Flags needs storage per source.
Changed
The source for 1.0.21 through 1.0.26 is now in the repository. Seven tags resolved to a single commit and six releases shipped binaries whose source was never published. v1.0.26 is repointed at it. The earlier tags stay where they are rather than being moved, which would make each claim a later release's source.
The documented build command links advapi32.lib. RegGetValueW is used and the line as written did not link.
The known limit "Only tested on one game and one GPU" is replaced. Nine titles across seven engines are listed thirty lines above it.
Notes
Verified on Baldur's Gate 3 in that the stand-aside stays silent, the contract is unchanged and the session is clean.