RenoDX DevKit workflow for tracing swapchain/output passes, SwapChainPass, RGBA8U/UNORM limits, RGBA16F proxy resources, gamma-space float pipelines, HDR10-preferred SDR/HDR output toggles, rare scRGB output encoding, render resources, backbuffer formats, resource upgrades, neutral HDR source preservation, UI/HUD separation, and rejecting inverse-tonemap postprocess approaches. Use when investigating swapchain output, resource formats, final backbuffer shaders, swapchain proxies, AutoHDR/RTX HDR/ReShade FX style inverse tonemap ideas, resource upgrades, or proving where scene HDR data exists before shader-side ToneMapPass work.
RenoDX pull request code review checklist for HDR/SDR matching, neutral defaults, tonemap/LUT shaders, SDR LUT clipping/domain mistakes, renodx::lut tooling, SwapChainPass, HDR10-preferred SDR/HDR output toggles, rare scRGB paths, resource upgrades, inverse-tonemap rejection, vanilla look preservation, actionable review comments, mod PR scope hygiene, unrelated core files, and sensible commits. Use when performing Copilot code review.
RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes. Use when editing game shaders for neutral-by-default ToneMapPass/RenoDRT, vanilla/0 ToneMapPass user grading, Preset Off vanilla reset, PsychoV17, vanilla midgray/slope or inflection matching, UpgradeToneMap delta, SDR LUT bridges, N2 max-channel reconstruction, gamut compression, hue/saturation clip emulation, internal/user LUTs, or shader-side tonemap/LUT replacements after upstream HDR/SDR signals are identified.
RenoDX workflow for creating readable analysis graphs and plots from shader math, CSVs, EXRs, LUTs, hue sweeps, tone curves, gamut comparisons, energy/scalar maps, and test-pattern statistics. Use when graphing, plotting, visualizing, comparing curves, making dark-theme matplotlib figures, or avoiding repeated one-off plot scripts.
RenoDX workflow for generating, validating, or debugging BT.2020/BT.2100 HDR PNG artifacts from EXR, linear RGB, nits arrays, scalar maps, or analysis images. Use when creating PQ/ST 2084 16-bit PNGs, injecting or checking PNG cICP chunks, converting AP0/D60 or BT.709 data to BT.2020, producing Discord/Chrome HDR PNG test files, testing HDR/PQ ICC profiles with cicpTag, or avoiding repeated one-off HDR image experiments.
RenoDX workflow for generating HDR/SDR test patterns, synthetic charts, ramps, gradients, hue sweeps, color bars, checkerboards, banding panels, gamut stress images, BT.709/BT.2020/AP1 comparisons, and scalar/energy-map validation sources. Use when making test pattern images or datasets for tonemap, gamut, LUT, PsychoV, RenoDRT, HDR, or cICP validation.
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod.