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Releases: Pav-Osmolski/ReshadeEffectShaderToggler
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REST Enhanced — Scene input preview 2
REST Enhanced — Scene input preview 2
Corrects two eligibility bugs in Preview 1 identified while investigating Warframe HDR issue #22. The reporter's compositor hashes and Pixel / Slot 2 / Binding 0 settings were correct.
Fixes
- Accept a valid non-array 2D SRV when ReShade leaves its unused array-layer fields at zero. Preview 1 incorrectly rejected it, producing an unresolved
0x0preview source and no tint. - Accept table-based Shader Model 6.0–6.5 DXIL, including the actual Warframe compositor shaders from the supplied captures. Preview 1's classic-DXBC-only filter would also have blocked these pipelines.
- Keep array, MSAA, partial-mip, direct-heap-indexing and SM 6.6+ restrictions. Check DXIL container/program/bitcode bounds and shader feature requirements.
- Report the specific failed eligibility check and retained-view metadata instead of hiding every rejection behind a generic missing-source message.
Test
Download REST-Scene-Input-Preview-2-Modern.zip, replace the add-on and restart normally without RenderDoc. Requires ReShade 6.8+ with add-on support; use .addon64 for Warframe. Keep descriptor tracking enabled and the same Shader Resource View / Pixel / Slot 2 / Binding 0 settings with Auto Scene Colour, clamping and flip off.
Use the already-found compositor 0x7dcef337 for the reported DLSS setup, or 0x418d71b1 for TAA. Select and enable REST_SceneBoundaryCheck for the group and in ReShade, finish hunting, and check for a tinted scene with unchanged HUD colours. After a positive tint test, disable the tint and explicitly select/enable SOLARIS for that group too.
Full Preview 2 instructions. No new frame capture is requested. If it still skips, provide the exact status and copied preview diagnostics.
Validation
The pinned ReShade SDK conversion test reproduced the rejection before the fix and accepts the same ordinary 2D view afterward. Tests also cover all supported colour formats and rejected array/MSAA/mip cases. Local policy tests accept the actual no-TAA, TAA and FSR compositor bytecode; those game shaders are not redistributed. Synthetic CI tests cover allowed shader models and rejected direct-indexing, malformed and truncated containers.
Both architectures, regression/integration tests, binary metadata, packaging and download checksums are validated before publication. Live HDR/DLSS rendering still needs confirmation; these tests establish the two eligibility fixes, not final GPU colour output.
File version remains 1.7.3.680. Identify this candidate by Scene input preview 2 (pre-release) and its full source commit in BUILD-INFO.txt. Stable releases and maintained branches remain unchanged. SHA256SUMS.txt covers the archive.
REST Enhanced — Scene input preview 1
REST Enhanced — Scene input preview 1
An opt-in D3D12 scene-input test for Warframe HDR issue #22, based on the supplied TAA, no-TAA and FSR/TAAU captures. This is a pre-release for live testing, not a confirmed HDR fix.
What changed
- Process a private copy of the scene texture read by the selected compositor, then supply it to that draw. The original game/upscaler texture is left unchanged and bindings are restored immediately after the draw.
- Preserve sampled RGBA and floating-point range; use exact pixel SRV coordinates and retained descriptor snapshots.
- Skip unsupported/incomplete inputs and suppress the selected effects' final-frame fallback, avoiding an unexpected effect over the HUD.
- Improve retained-input diagnostics and resource/group cleanup. Full implementation scope and limits.
Download and test
Download REST-Scene-Input-Preview-1-Modern.zip. It contains both architectures; use .addon64 for Warframe. Requires ReShade 6.8+ with add-on support. The new scene-input path is Modern-only.
Back up the add-on and INI, enable descriptor tracking, save and restart the game normally without RenderDoc. For the Warframe compositor, use Shader Resource View / Pixel / Slot 2 / Binding 0, with Auto Scene Colour off. Use compositor 0x7dcef337 (earlier live report and no-TAA/FSR captures), or 0x418d71b1 for the TAA compositor, instead of the sharpening-specific producer from diagnostics 6.
Follow the focused test guide for technique selection, exact settings and the minimal result to report. The included REST_SceneBoundaryCheck.fx provides a scene/HUD tint check before trying SOLARIS.
Validation and remaining coverage
x86/x64 builds, CPU regression and production tracking-registration tests, workflow/packaging checks, binary metadata and archive checksums are verified before publication. The embedded scene-copy shader preserves RGBA without saturation or an alpha overwrite.
Live Warframe/DLSS placement, HDR appearance, HUD isolation and stability still need confirmation. RenderDoc disabled DLSS in the supplied capture; the captured TAA/FSR results must not be presented as DLSS coverage. REST does not infer or convert PQ/HLG/scRGB from a pixel format. Other add-ons that replace draws need separate compatibility testing.
The file version remains 1.7.3.680. Identify this build by Scene input preview 1 (pre-release) in REST and its exact source commit in BUILD-INFO.txt. The stable release and maintained branches are unchanged. SHA256SUMS.txt covers the download.
REST Enhanced — HDR diagnostics 6
REST Enhanced — HDR diagnostics 6
Focused pre-release for issue #22: test a scene-only injection boundary identified from the supplied Warframe GPU capture.
Downloads
- Modern:
REST-HDR-diagnostics-6-Modern.zip— ReShade 6.8.0+, based on v1.7.3.680. Use this for the reported Warframe setup. - Legacy:
REST-HDR-diagnostics-6-Legacy.zip— ReShade 5.8.0+, based on v1.6.7.580. - Both include x86/x64 add-ons,
Shaders/REST_SceneBoundaryCheck.fx, and the test guide. Warframe uses.addon64. - Back up the installed add-on and REST INI, close the game, then install one matching add-on. Copy the included probe into a ReShade shader search folder; its normal
ReShade.fxhinclude must be available. SHA256SUMS.txtcovers both ZIPs;BUILD-INFO.txtrecords the exact source commit.
Confirm HDR diagnostics 6 (pre-release) above the preview. Four-part file versions remain at their stable baselines. Stable releases and earlier diagnostic assets remain unchanged; this is not Latest.
What changed
- Adds a minimal HDR-range-preserving tint probe: RGB multiplication by
(1.0, 0.25, 0.25), with alpha preserved and no tone-map/clamping or display transfer conversion. - Replaces the repeated metadata request with a focused test of pixel shader
0x4ee80dd6/ AFTER DRAW / manual RTV 0. In the captured frame this shader writes a full-resolution floating-point scene before separate UI composition. - Updates the diagnostic banner and guide. Existing runtime injection/tracking code is retained from diagnostics 5; no new sampled-input rendering path is introduced.
The capture was replayed and its scene/UI textures inspected. REST's saved-resource selection and the captured next-pipeline-bind boundary support this test, but live effect placement is not yet confirmed. Hashes may vary with game version/settings.
One focused test
Use D3D12/native HDR, menu closed and normal HUD visible. Create a temporary REST group marking only 0x4ee80dd6, with AFTER DRAW, manual target 0, Auto Scene Colour off, and tone-map clamping/flip off.
Select REST_SceneBoundaryCheck in the group's Effects and enable that technique in ReShade too. Keep other techniques off and ReShade's global effects switch on. Finish hunting, keep the group active, then toggle the tint technique off/on.
Expected result: the 3D scene becomes red-tinted while the separately composited HUD keeps its normal colours. Report whether the hash exists and whether the HUD stays unchanged. No repeat metadata reports, SDR comparisons or new capture are needed for a successful result. If the HUD is tinted too, report it—that can indicate normal final-frame rendering instead of the intended injection.
Validation
Modern/Legacy x86/x64 builds, binary checks, 16 Python regressions, rendering/cache safety tests and production descriptor-registration tests passed. The probe also passed preprocessing, ReShade FX parsing and HLSL code generation against both pinned ReShade compiler versions using the official ReShade.fxh include. This validates the effect frontend, not live ReShade/GPU execution. Published archives are successful CI packages, renamed only, with probe contents and source identities verified.
This is a placement test, not a universal HDR fix or a guarantee that SDR-oriented effects work correctly before the game's HDR grading/tone mapping. Disable the probe and remove the temporary group/shader when finished; restore the backed-up add-on/INI for full rollback.
Sources
REST Enhanced — HDR diagnostics 5
REST Enhanced — HDR diagnostics 5
Pre-release for issue #22. Adds opt-in tracing of earlier colour-target draws to help find a scene-only injection point in Warframe D3D12. This is not a confirmed HDR fix.
Downloads
- Modern:
REST-HDR-diagnostics-5-Modern.zip— ReShade 6.8.0+, based on v1.7.3.680. Use this for the reported Warframe setup. - Legacy:
REST-HDR-diagnostics-5-Legacy.zip— ReShade 5.8.0+, based on v1.6.7.580. - Each ZIP includes
.addon32and.addon64; Warframe uses.addon64. Back up the installed add-on and INI, close the game, then install one matching add-on. SHA256SUMS.txtcovers both ZIPs.BUILD-INFO.txtrecords the exact source commit.
File versions remain at their stable baselines. Confirm HDR diagnostics 5 (pre-release) above the preview. Stable releases and previous diagnostic assets remain unchanged; this pre-release is not Latest.
Changes
- Adds Trace earlier colour-target draws (diagnostic) to the D3D12 preview. It starts disabled, applies only to the current session and requires no restart.
- When enabled, the copied input report shows earlier draws that bound each sampled texture as a colour target, with PS/VS hashes, RTV index and recording ordinal. This may identify a scene-producing shader to investigate before UI composition.
- Histories stay separate per command-list recording. Resource lifetime changes and toggles invalidate old generations. Copies/resolves and explicit clears discard destination history; compute work, unknown indirect operations and secondary-list execution discard the list's history.
- Limits history to 512 resource candidates and 32,768 graphics callbacks per retained segment, inspecting at most eight RTVs per callback. Limits and missing matches are reported.
- Retains diagnostics 4's descriptor activation, sparse metadata safeguards and actual-mode reporting on both SDK versions.
The trace reads metadata only. It does not inspect pixels, alter texture contents/states or enable D3D12 rendering into sampled inputs. A candidate is a bound-target observation, not proof of a write, scene/UI identity or GPU execution order. Cross-list producers, compute outputs, unobserved writes and individual subresource provenance are not reconstructed. Other backends retain existing diagnostics.
One focused report
Use native HDR, menu closed, individual techniques unticked and global effects/Track descriptors on. Hunt 0x7dcef337 / AFTER DRAW, Auto scene colour off, manual target 0, Clear alpha on, tone-map clamping/flip off.
Enable Trace earlier colour-target draws (diagnostic) in the preview, wait a few frames, then copy the complete report. Confirm registered active: true, restart required: false, and Earlier colour-target trace enabled: true. No repeat SDR comparisons or screenshots are needed initially; a missing match is useful too.
Validation
Modern and Legacy x86/x64 builds, binary checks, 16 Python regressions, rendering/cache safety tests and the existing production descriptor-registration integration test passed. New CPU cases cover candidate replacement, isolated histories, lifetime generations, destination invalidation, resets and limits. Published archives are the successful CI packages, renamed only. These checks do not establish real-game HDR correctness, GPU write ordering, performance or a verified injection point.
Sources
REST Enhanced — HDR diagnostics 4 (pre-release)
REST Enhanced — HDR diagnostics 4
Pre-release for issue #22. Activates the configured descriptor-tracking path and reports the actual registered mode. Not a confirmed Warframe HDR fix.
Downloads
- Modern:
REST-HDR-diagnostics-4-Modern.zip— ReShade 6.8.0+, based on v1.7.3.680. - Legacy:
REST-HDR-diagnostics-4-Legacy.zip— ReShade 5.8.0+, based on v1.6.7.580. - Each includes
.addon32and.addon64; Warframe uses.addon64. Back up the current add-on and INI, close the game, then install one matching add-on. SHA256SUMS.txtcovers both ZIPs;BUILD-INFO.txtgives the exact commit and test-package status.
The four-part file versions stay at their stable baseline. Confirm HDR diagnostics 4 (pre-release) above the preview. Stable releases and earlier diagnostic assets are unchanged; this pre-release is not Latest.
Correction to earlier diagnostics
An older startup override forcibly disabled descriptor-table tracking even when the checkbox was on. Builds 1–3 reported the configured setting instead of the active callback mode. The flagged-table correction in build 3 was present, but its capture callback was not activated. The reporter supplied the requested sections correctly; the activation oversight was ours.
Changes
- The saved Track descriptors setting now controls event registration. The report shows configured, registered active, restart required, and observed update/copy/tracked-bind event counts. Options also shows the active mode; changing it requires saving and restarting.
- Descriptor metadata uses sparse, mutex-protected storage, with 65,536 known entries per heap and bounded work per update/copy. High indices do not allocate large prefix vectors.
- Missing source data invalidates destination metadata instead of preserving a stale view. Unknown/partial copies, sparse slots, same-heap copies, invalid spans and capacity limits are handled without unchecked source-vector indexing. Omitted metadata appears as missing/partial coverage.
- The inspection still reads metadata, not input pixels, and D3D12 input-texture writing stays disabled. Original GPU descriptors are not changed by the metadata cache.
- A new integration executable links the actual production registration functions against a mock ReShade host. It checks tracking on/off, callback selection, active-mode reporting and unregistration, rather than only isolated snapshot helpers.
Enabling the previously dormant path changes CPU/memory overhead and descriptor-state capture/restoration. This is intentionally a runtime test candidate. To return to handle-only tracking, turn Track descriptors off, save and restart. Full rollback is restoring the backed-up add-on/INI.
One focused report
- Native HDR; individual techniques unticked, global effects and Track descriptors on. Save/restart if changing tracking.
- Select
0x7dcef337/ AFTER DRAW, Auto scene colour off, manual target 0, menu closed. Keep tone-map clamping/flip off and Clear alpha on. - Copy the complete preview report. Check registered active: true and restart required: false. The report already includes the requested coverage/input sections; no shader-count information is needed.
Full guide. No need to repeat all earlier comparisons initially.
Validation
Modern/Legacy x86/x64 builds, binary checks, all 16 Python regressions, sparse metadata safety tests and the production registration integration test passed on both SDK versions. Local VS2019 runs the safety tests; hosted current Visual Studio also runs production registration. The published archives are the exact verified CI test packages, renamed only. These checks do not establish real Warframe GPU behavior or identify a verified scene-only injection point.
Sources
REST Enhanced — HDR diagnostics 3 (pre-release)
REST Enhanced — HDR diagnostics 3
Pre-release for issue #22. Corrects a descriptor-tracking gap and explains incomplete texture-input reports. Not a confirmed Warframe HDR fix.
Downloads
- Modern:
REST-HDR-diagnostics-3-Modern.zip— ReShade 6.8.0+, based on v1.7.3.680. - Legacy:
REST-HDR-diagnostics-3-Legacy.zip— ReShade 5.8.0+, based on v1.6.7.580. - Both include
.addon32and.addon64; Warframe uses.addon64. Back up the current add-on and INI, close the game, then install one matching add-on. SHA256SUMS.txtcovers both ZIPs.BUILD-INFO.txtidentifies the exact source commit and test-package status.
The file versions remain the stable baseline; confirm HDR diagnostics 3 (pre-release) above the hunting preview. Stable releases and earlier diagnostic packages are unchanged. This pre-release is not Latest.
Corrections
- Modern now captures plain and flagged descriptor tables. ReShade exposes flagged tables for newer D3D12 root signatures; REST previously skipped them. Original table handles are retained for state restoration, even when metadata is empty or partial. This changes tracking/restoration coverage, rather than only adding diagnostic text.
- Flagged ranges are indexed with their correct element stride; original flags are preserved.
- Root constants no longer count as resource-descriptor entries. The report now shows Root/table coverage, including skipped unbounded ranges, sampler ranges, missing/partial data and clipped snapshots.
- Metadata snapshots are limited to 65,536 entries per table; unknown heaps and partial data fail without fabricating resource views. Original GPU table handles are retained independently of snapshot limits.
- Legacy retains its API-7 plain descriptor-set representation, with the shared bounded snapshots, coverage reporting and counting correction. It does not acquire an API-20 flagged-table type.
The scene-selection policy and HDR conversion are unchanged. D3D12 writing to shader-input textures remains disabled. The diagnostic input inspection reads metadata, not input pixels; it does not establish scene/UI roles or prove which bindings the shader samples.
Focused retest
Please start with one report:
- Native HDR; individual techniques unticked, ReShade's global effects switch and REST's Track descriptors on. Save/restart first if descriptor tracking was just enabled.
- Select
0x7dcef337/ AFTER DRAW, Auto scene colour off, manual target 0, menu closed. Keep tone-map clamping/flip off and Clear alpha on. - Copy preview diagnostics, including Root/table coverage and the sampled-texture section. A screenshot is helpful.
No need to repeat the five build-2 comparisons initially. Zero sampled inputs is not conclusive if tracking coverage is incomplete. Full guide.
Validation
Modern/Legacy x64/x86 builds, binary checks, all 16 Python tests and CPU regressions passed. New tests cover multi-range plain/flagged layouts, nonzero offsets and flagged-array stride, sparse/default entries, sampler-only/empty/unsupported layouts, missing metadata, unbounded/oversized ranges, and preservation of original handles for replay. Published archives are the exact verified CI test packages, renamed only. These are CPU/state-data checks; Warframe GPU behavior is not yet confirmed.
Sources and rollback
To roll back, close the game and restore the backed-up add-on and any saved experimental INI settings. Configuration format is unchanged.
REST Enhanced — HDR diagnostics 2 (pre-release)
REST Enhanced — HDR diagnostics 2
Pre-release for issue #22. Adds read-only texture-input metadata; not a confirmed HDR fix.
Downloads
- Modern:
REST-HDR-diagnostics-2-Modern.zip— ReShade 6.8.0+, based on v1.7.3.680. - Legacy:
REST-HDR-diagnostics-2-Legacy.zip— ReShade 5.8.0+, based on v1.6.7.580. - Both ZIPs contain
.addon32and.addon64; Warframe uses.addon64. Install one matching add-on and back up the existing add-on/INI first. SHA256SUMS.txtcovers both downloads;BUILD-INFO.txtrecords the exact commit and test-package status.
File versions remain the stable baseline. Identify this build by HDR diagnostics 2 (pre-release) above the hunting preview. The stable releases and diagnostics 1 are unchanged; this release is not Latest.
What changed
Copy preview diagnostics now lists tracked sampled texture inputs for the matched shader stage, including dimensions, storage/view formats, mips, sample count, usage flags and resource addresses. This can help locate the scene texture before Warframe blends it with its separate UI layer.
The added inspection reads tracked metadata only: it does not sample/copy input pixels, modify input textures, change their states or apply effects to them. Existing preview/injection behavior is unchanged. It does not enable D3D12 input-texture writing or infer scene/UI roles or colour space.
Scans are limited to 64 layout parameters, 256 entries per parameter, 64 sampled views per snapshot and 1,024 descriptor entries across snapshots in a frame. Reports identify truncation or disabled descriptor tracking. UAVs, standalone samplers, constant buffers, unobserved entries and buffer-backed views are excluded from the texture list. Coordinates describe REST's tracked layouts/descriptors, not HLSL registers.
Focused test
- Use native HDR. Untick individual techniques, including SOLARIS, but keep ReShade's global effects switch on. Keep tone-map clamping/flip off and Clear alpha on.
- Ensure Track descriptors is enabled in REST's Options. If enabling it now, save and restart the game first.
- Select
0x7dcef337, Auto scene colour off, manual target index 0, AFTER DRAW. Copy preview diagnostics with the menu closed, then open it and copy again. Attach screenshots and note whether the main game UI already appears in the preview. Compare BEFORE DRAW once if possible. - Optionally repeat with
0x83cc42e0/ BEFORE DRAW, menu open/closed, when its target formats differ.
Start with step 3 if time is limited. No need to repeat the original SDR/alpha comparisons or resend logs unless a new failure occurs. The full guide explains limits and rollback.
Validation and limits
Modern/Legacy x64/x86 builds, binary checks, all 16 Python tests and CPU safety regressions passed. The new safety cases cover descriptor types, sparse/null entries, scan limits and repeated same-frame matches. Published archives are the exact verified CI test packages, renamed only. Warframe runtime behavior still needs reporter testing. Binding metadata does not prove which textures a shader actually reads or what their pixels contain.
Sources
To roll back, close the game and restore the backed-up add-on and any saved experimental INI settings. Configuration format is unchanged.
REST Enhanced — HDR diagnostics 1 (pre-release)
REST Enhanced — HDR diagnostics 1
Pre-release for investigating Warframe HDR previews, issue #22. This is not a confirmed HDR fix.
Downloads
- Modern:
REST-HDR-diagnostics-1-Modern.zip— ReShade 6.8.0+, based on v1.7.3.680. - Legacy:
REST-HDR-diagnostics-1-Legacy.zip— ReShade 5.8.0+, based on v1.6.7.580. - Each ZIP contains both
.addon32and.addon64. Warframe uses.addon64. Install one matching add-on; back up the current add-on and INI first. SHA256SUMS.txtcovers both downloads.BUILD-INFO.txtinside each ZIP identifies the exact source commit and test-package status.
The four-part file version stays at its stable baseline. The HDR diagnostics 1 (pre-release) label above the hunting preview identifies this test build. The stable releases remain available; v1.7.3.680 remains Latest.
Changes
- Correct matched shader hash/stage reporting on Direct3D, including vertex/compute hunting.
- Separate storage and typed-view formats in the preview.
- Copy preview diagnostics in automatic and manual modes: selected shader, target formats, tracked colour-target slots, capture timing/path, status and relevant settings.
- Clearer messages when a target, resource/view or resource state is unavailable. Capture status describes recorded commands, without claiming that the resulting GPU pixels have been verified.
This build keeps the existing HDR conversion and injection policy. It does not automatically discover a separate HDR scene layer or compute output.
Initial test requested
- Use native HDR with all individual ReShade techniques unticked, including SOLARIS. Keep REST and ReShade's global effects switch enabled; the global switch also controls REST preview updates. Rescan after switching HDR mode.
- Select
0x34e751c3, then0xf0f9bb23. Use Copy preview diagnostics above the preview for each shader and attach a screenshot. - Repeat in SDR with the same settings. Label each result SDR/HDR. Keep tone-map clamping and flip off; initially keep Clear alpha on, as in the original report.
The full test guide covers optional alpha-copy, manual-target and capture-timing comparisons. Start with the three steps above. Existing logs do not need to be resent unless a new failure occurs.
Validation
Modern and Legacy x64/x86 compilation, binary architecture/version checks, CPU rendering-safety tests and all 16 Python regression tests passed. The published ZIPs are the verified CI test packages, renamed for clarity; their contents were not rebuilt or changed after validation. These checks do not establish Warframe HDR runtime correctness; reporter testing is still needed.
Sources and rollback
- Modern source
- Legacy source
- To roll back, close the game and restore the backed-up stable add-on. Restore the INI too if you saved experimental settings. Configuration format is unchanged.
v1.7.3.680
REST Enhanced v1.7.3.680
HDR format handling, packaging and build maintenance. For the ReShade 6.8/API 20 line.
- Prevents previews and copied buffers from confusing FP16 floating-point colour with normalized or integer views of the same storage family.
- Caches each typed view of a game texture separately; improves valid-view fallback and avoids duplicate destruction when HDR linear/sRGB views are identical.
- Keeps effects on the live target when alpha-preserving scratch copies are unavailable on Vulkan/OpenGL. Existing saved preferences are preserved.
- Runs tone-map clamping only when both techniques are ready, and explains that this optional ACES compression is lossy and is not HDR10/PQ or HLG conversion.
- Adds a documentation index and installation, troubleshooting and local-build guides.
- Standardizes historical release-note headings and links the maintainer credit to its GitHub profile.
- Uses one CI/release package manifest, including the changelog, shaders, docs and build provenance.
- Packages the version-controlled BG3 D3D11/Vulkan configurations automatically. SHA256SUMS.txt covers both ZIPs, with an additional configuration checksum/provenance file.
- Downloads pinned dependencies shallowly and in parallel, retaining full main-repository history for validation.
Validation: automated x64/x86 builds, rendering-safety regression tests, 16 packaging/workflow/release regressions, PowerShell/workflow checks and binary metadata validation. The dependency-fetch change reduced the first comparison runs from 39–46 seconds to 24–25 seconds; timings vary by runner and network.
The issue #15 reporter confirmed the preceding release fixed shader-hunting crashes in both official and unofficial ReShade. Their subsequent HDR symptoms were not described in detail. These changes fix concrete format-handling defects; fresh HDR game testing and confirmation of those symptoms remain pending. See HDR handling and validation in the repository (also included as docs/HDR.md in release.zip).
Improvements and maintenance by DeViLhoOD, building on the upstream contributors credited in README.md.
v1.6.7.580 (Legacy / ReShade 5.x)
REST Enhanced v1.6.7.580 (Legacy / ReShade 5.x)
HDR format handling, packaging and build maintenance. For ReShade 5.8/API 7; ReShade 5.9.2 is recommended.
- Prevents previews and copied buffers from confusing FP16 floating-point colour with normalized or integer views of the same storage family.
- Caches each typed view of a game texture separately; improves valid-view fallback and avoids duplicate destruction when HDR linear/sRGB views are identical.
- Keeps effects on the live target when alpha-preserving scratch copies are unavailable on Vulkan/OpenGL. Existing saved preferences are preserved.
- Runs tone-map clamping only when both techniques are ready, and explains that this optional ACES compression is lossy and is not HDR10/PQ or HLG conversion.
- Adds a documentation index and installation, troubleshooting and local-build guides.
- Standardizes historical release-note headings and links the maintainer credit to its GitHub profile.
- Uses one CI/release package manifest, including the changelog, shaders, docs and build provenance.
- Packages the version-controlled BG3 D3D11/Vulkan configurations automatically. SHA256SUMS.txt covers both ZIPs, with an additional configuration checksum/provenance file.
- Downloads pinned dependencies shallowly and in parallel, retaining full main-repository history for validation.
Validation: automated x64/x86 builds, rendering-safety regression tests, 16 packaging/workflow/release regressions, PowerShell/workflow checks and binary metadata validation. The dependency-fetch change reduced the first comparison runs from 39–46 seconds to 24–25 seconds; timings vary by runner and network.
The issue #15 reporter confirmed the preceding release fixed shader-hunting crashes in both official and unofficial ReShade. Their subsequent HDR symptoms were not described in detail. These changes fix concrete format-handling defects; fresh HDR game testing and confirmation of those symptoms remain pending. See HDR handling and validation in the repository (also included as docs/HDR.md in release.zip).
The API 7 Vulkan buffer-descriptor fallback remains unchanged. This maintenance release does not add API 20 colour-space or descriptor capabilities.
Improvements and maintenance by DeViLhoOD, building on the upstream contributors credited in README.md.