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ARCHITECTURE.md

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Architecture and ownership

Minecraft/Iris still render through OpenGL. The shader supplies SR V3 color, depth, motion and exposure inputs at a controlled dispatch point. DLSS may use Vulkan computation without Vulkan presentation. Our changes improve native DLAA selection, input consistency, history reset and failed/stale-output handling. They do not add general object motion vectors or a full Vulkan game renderer.

Foreground

SR's Iris adapters capture solid and translucent hand/item phases into separate color, coverage and depth targets. Specialized shader passes retain material lighting, reflection/refraction and spatial foreground AA, then combine the foreground with the reconstructed world before bloom/display processing. The hand is excluded from world DLAA, not merely drawn unshaded over the final image.

The private foreground contract is independent of public SR schema V3. Current support is native-resolution Low Latency interop. It retains the shader's shared projection convention; broad FOV/bobbing and unusual-renderer coverage are limited.

HDR appearance and output

Most scene rendering is shared. SDR uses the original shader tone mapper and saturation processing. HDR instead uses our luminance curve, saturation treatment and ratio-preserving RGB limit to produce linear Rec.709 values in nits. This changes overall finishing, not merely a brightness field on finished SDR pixels.

The accepted mapper is the older one. The later global highlight compression was rejected because it added red/green to deliberately pure-blue neon. Full changes the direct Overworld solar source only: neutral emitter and glare, glare gain 2, original glare distribution. Disc coverage, global bloom, Luminax and the global display curve are unchanged by that final solar step. Existing weather/horizon/SUN_GLARE_AMOUNT controls remain effective. Moon and other programs do not enable the private direct-solar guard.

FP16 world/UI targets preserve high-range values. SDR UI colors are decoded and composed in linear light at reference white. Native output encodes nits as scRGB and presents through Vulkan. Display output is independent of SR enablement.

UI and lifecycle

Shared container admission, vanilla/CodeChicken shader adaptation, emissive UI blending, clears/depth/stencil, HDR blur and text selection cover the reproduced ATM failures. GL context/dispatch ownership is restored at the UI boundary. Arbitrary compute/image-store/unknown operations are not universally intercepted.

Requested, applied and effective modes differ. Transitions coordinate shader reload, capture drain and transactional resource replacement. Failed output is not published prematurely. Unavailable HDR selects ordinary SDR scene rendering; explicit HDR Preview remains diagnostic. Backend startup has separate restart needs.

Repository Ownership
SR DLAA/interop, Iris adapters, foreground, HDR output/UI/lifecycle and tests
Iris Normal material inheritance and contextual emission; no HDR renderer
Sodium Duplicate-vertex classification and emitted-light triangulation
FramedBlocks Optional camo/frame per-quad material consumer
Shader integration Scheduling, material composition, HDR finishing and solar treatment

Primary contract: SR V3 guide.