Renovation Engine for DirectX Games
This report summarizes scanner evidence for clshortfuse/renodx, a HLSL project with 4,485 GitHub stars. SynthScan examined 228,839 lines of code across 970 source files, recording 968 pattern matches distributed across 3 syntactic categories. The legacy adjusted pattern signal is 4.3 (Low pattern signal); it is not an authorship estimate.
Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.
Use each vector to guide manual verification of the underlying findings.
Can maintainers explain intent, assumptions, and trade-offs? 966 finding(s).
Are imports declared and package/API names verified? 2 finding(s).
Are wrappers, guards, and repeated structures necessary? 0 finding(s).
Which changes need focused human review? 968 finding(s).
Run additional scans to build a history of the legacy pattern signal. Score changes are not a measure of AI adoption or code quality.
Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.
This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.
The scanner identified 968 distinct pattern matches across 3 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.
Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | test/api_compatibility/tests.cpp | 1 | /* | COMMENT |
| LOW | test/render_pass_behavior/addon.cpp | 1 | /* | COMMENT |
| LOW | test/shader_injection_behavior/addon.cpp | 1 | /* | COMMENT |
| LOW | test/swapchain_proxy_barrier_states/addon.cpp | 1 | /* | COMMENT |
| LOW | test/resource_upgrade_transfer/common.hpp | 1 | #pragma once | COMMENT |
| LOW | test/descriptor_cache_race/addon.cpp | 1 | /* | COMMENT |
| LOW | include/streamline_v1/sl_nrd.h | 41 | eNRDMethodRelaxSpecular, | COMMENT |
| LOW | include/streamline_v1/sl.h | 101 | //! Optional - Bias for current color vs history hint - lerp(history, current, bias) (set to 1 to completely reject hi | COMMENT |
| LOW | include/streamline_v1/sl.h | 181 | //! Resource allocation/deallocation callbacks | COMMENT |
| LOW | include/streamline_v1/sl.h | 221 | //! Optional preferences | COMMENT |
| LOW | include/streamline_v1/sl.h | 261 | using PFunSlSetConstants = bool(const sl1::Constants& values, uint32_t frameIndex, uint32_t id); | COMMENT |
| LOW | include/streamline_v1/sl.h | 281 | //! | COMMENT |
| LOW | include/streamline_v1/sl.h | 301 | //! This method is NOT thread safe. | COMMENT |
| LOW | include/streamline_v1/sl.h | 321 | //! @param enabled Value specifying if feature should be enabled or disabled. | COMMENT |
| LOW | include/streamline_v1/sl.h | 341 | SL_API bool slSetTag(const sl1::Resource* resource, sl1::BufferType tag, uint32_t id = 0, const sl1::Extent* extent = nu | COMMENT |
| LOW | include/streamline_v1/sl.h | 361 | //! @param consts Pointer to the feature specific constants (SL will keep a copy) | COMMENT |
| LOW | include/streamline_v1/sl.h | 381 | //! Allocates resources for the specified feature. | COMMENT |
| LOW | include/streamline_v1/sl.h | 401 | //! @return false if resources cannot be freed or if device has not been created yet, true otherwise. | COMMENT |
| LOW | src/addons/dlssfix/addon.cpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/tools_path.hpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/addon.cpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/addon.cpp | 21 | #include <cstdlib> | COMMENT |
| LOW | src/addons/devkit/addon.cpp | 41 | #include <embed/shaders.h> | COMMENT |
| LOW | src/addons/devkit/addon.cpp | 61 | #include "../../utils/shader.hpp" | COMMENT |
| LOW | src/addons/devkit/mcp/resource_analysis.hpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/mcp/resource_analysis.hpp | 21 | #include <optional> | COMMENT |
| LOW | src/addons/devkit/mcp/shader_inspection.hpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/mcp/runtime.hpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/mcp/snapshot_tools.hpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/mcp/resource_clone.hpp | 1 | /* | COMMENT |
| LOW | src/addons/devkit/mcp/texture_replace.hpp | 1 | /* | COMMENT |
| LOW | src/utils/cross_addon.hpp | 1 | /* | COMMENT |
| LOW | src/utils/resource_upgrade.hpp | 1 | #pragma once | COMMENT |
| LOW | src/utils/resource_upgrade.hpp | 2741 | // s << "attempt resource copy: "; | COMMENT |
| LOW | src/utils/build_info.hpp | 1 | /* | COMMENT |
| LOW | src/utils/shader_compiler_vulkan.hpp | 1 | /* | COMMENT |
| LOW | src/utils/command_action.hpp | 1 | /* | COMMENT |
| LOW | src/utils/settings.hpp | 1 | #pragma once | COMMENT |
| LOW | src/utils/resource_replace.hpp | 1 | #pragma once | COMMENT |
| LOW | src/utils/swapchain.hpp | 1 | /* | COMMENT |
| LOW | src/utils/detour.hpp | 1 | /* | COMMENT |
| LOW | src/utils/flagged_vector.hpp | 1 | #pragma once | COMMENT |
| LOW | src/utils/shader_compiler_directx.hpp | 1 | COMMENT | |
| LOW | src/utils/flagged_bits.hpp | 1 | #pragma once | COMMENT |
| LOW | src/utils/path.hpp | 1 | /* | COMMENT |
| LOW | src/utils/platform.hpp | 1 | #pragma once | COMMENT |
| LOW | src/utils/draw.hpp | 1 | /* | COMMENT |
| LOW | src/utils/random.hpp | 1 | /* | COMMENT |
| LOW | src/utils/exr.hpp | 1 | /* | COMMENT |
| LOW | src/utils/trace.hpp | 1 | /* | COMMENT |
| LOW | src/utils/trace.hpp | 1981 | internal::shared.RegisterEvent<reshade::addon_event::clear_render_target_view>(internal::OnClearRenderTargetView); | COMMENT |
| LOW | src/utils/trace.hpp | 2001 | // init_command_list | COMMENT |
| LOW | src/utils/trace.hpp | 2061 | internal::shared.UnregisterEvent<reshade::addon_event::copy_texture_to_buffer>(internal::OnCopyTextureToBuffer); | COMMENT |
| LOW | src/utils/constants.hpp | 1 | /* | COMMENT |
| LOW | src/utils/state.hpp | 1 | /* | COMMENT |
| LOW | src/utils/state.hpp | 21 | #include <memory> | COMMENT |
| LOW | src/utils/pipeline.hpp | 1 | /* | COMMENT |
| LOW | src/utils/data.hpp | 1 | /* | COMMENT |
| LOW | src/utils/shader.hpp | 1 | /* | COMMENT |
| LOW | src/utils/shader.hpp | 21 | #include <shared_mutex> | COMMENT |
| 885 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | .agents/skills/bt2020-png-generation/SKILL.md | 86 | ## Step 1: Classify the input | COMMENT |
| LOW | .agents/skills/bt2020-png-generation/SKILL.md | 102 | ## Step 2: Convert to BT.2020 D65 linear RGB | COMMENT |
| LOW | .agents/skills/bt2020-png-generation/SKILL.md | 112 | ## Step 3: Map scene values to absolute nits | COMMENT |
| LOW | .agents/skills/bt2020-png-generation/SKILL.md | 131 | ## Step 4: Encode PQ/ST 2084 | COMMENT |
| LOW | .agents/skills/bt2020-png-generation/SKILL.md | 150 | ## Step 5: Write the PNG correctly | COMMENT |
| LOW | .agents/skills/bt2020-png-generation/SKILL.md | 165 | ## Step 6: Validate every generated PNG | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 80 | ## Step 1: Discover the shader pipeline | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 96 | ## Step 2: Choose the shader reference scope | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 108 | ## Step 3: Identify shader signals | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 132 | ## Step 4: Choose the shader HDR strategy | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 172 | ## Step 5: Handle inflection and curve matching | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 188 | ## Step 6: PsychoV17 shader matching options | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 211 | ## Step 7: LUT shader bridge options | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 257 | ## Step 8: SDR/HDR reconstruction shader options | COMMENT |
| LOW | .agents/skills/handle-sdr-tonemap-lut/SKILL.md | 271 | ## Step 9: Scratch graph and image analysis | COMMENT |
| LOW | .agents/skills/swapchain-resource-analysis/SKILL.md | 82 | ## Step 1: Classify the final output path | COMMENT |
| LOW | .agents/skills/swapchain-resource-analysis/SKILL.md | 100 | ## Step 2: Work backward through draws and resources | COMMENT |
| LOW | .agents/skills/swapchain-resource-analysis/SKILL.md | 123 | ## Step 3: Identify destructive SDR operations | COMMENT |
| LOW | .agents/skills/swapchain-resource-analysis/SKILL.md | 137 | ## Step 4: Choose a valid RenoDX target | COMMENT |
| LOW | .agents/skills/swapchain-resource-analysis/SKILL.md | 189 | ## Step 5: Plan resource upgrades carefully | COMMENT |
| LOW | .agents/skills/swapchain-resource-analysis/SKILL.md | 202 | ## Step 6: Handoff to shader-side tonemap/LUT work | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …kills/bt2020-png-generation/templates/bt2020_pq_png.py | 8 | CODE | |
| LOW | …t-pattern-generation/templates/hdr_pattern_template.py | 7 | CODE |